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https://github.com/halpz/re3.git
synced 2025-07-22 07:09:45 +00:00
PlayerInfo functions reordered into original order, FindPlayer... functions moved to PlayerInfo, improved CVector <-> RwV3d conversion, small fixes
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@ -23,15 +23,6 @@ public:
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void UpdateRW(void);
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void operator=(CMatrix const &rhs);
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CMatrix &operator+=(CMatrix const &rhs);
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#ifdef RWCORE_H
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operator RwMatrix (void) const {
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return m_matrix;
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}
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operator RwMatrix *(void) {
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return &m_matrix;
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}
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#endif
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CMatrix &operator*=(CMatrix const &rhs);
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const CVector &GetPosition(void) const { return *(CVector*)&m_matrix.pos; }
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@ -1,23 +1,22 @@
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#pragma once
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class CVector
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class CVector : public RwV3d
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{
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public:
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float x, y, z;
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CVector(void) {}
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CVector(float x, float y, float z) : x(x), y(y), z(z) {}
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#ifdef RWCORE_H
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CVector(const RwV3d &v) : x(v.x), y(v.y), z(v.z) {}
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CVector(float x, float y, float z)
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{
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this->x = x;
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this->y = y;
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this->z = z;
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}
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operator RwV3d (void) const {
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RwV3d vecRw = { this->x, this->y, this->z };
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return vecRw;
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CVector(const RwV3d &v)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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}
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operator RwV3d *(void) {
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return (RwV3d*)this;
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}
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#endif
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// (0,1,0) means no rotation. So get right vector and its atan
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float Heading(void) const { return Atan2(-x, y); }
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float Magnitude(void) const { return Sqrt(x*x + y*y + z*z); }
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@ -8,18 +8,7 @@ public:
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CVuVector(float x, float y, float z) : CVector(x, y, z) {}
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CVuVector(float x, float y, float z, float w) : CVector(x, y, z), w(w) {}
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CVuVector(const CVector &v) : CVector(v.x, v.y, v.z) {}
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#ifdef RWCORE_H
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CVuVector(const RwV3d &v) : CVector(v.x, v.y, v.z) {}
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operator RwV3d (void) const {
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RwV3d vecRw = { this->x, this->y, this->z };
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return vecRw;
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}
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operator RwV3d *(void) {
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return (RwV3d*)this;
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}
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#endif
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CVuVector(const RwV3d &v) : CVector(v) {}
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/*
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void Normalise(void) {
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float sq = MagnitudeSqr();
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