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https://github.com/AxioDL/metaforce.git
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Work on collision related implementations
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@@ -178,11 +178,11 @@ private:
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float x2a8_ = 1000.f;
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EPlayerMovementSurface x2ac_movementSurface = EPlayerMovementSurface::Normal;
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u32 x2b0_ = 2;
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u32 x2b4_ = 0;
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rstl::reserved_vector<float, 6> x2b4_;
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u32 x2d0_ = 3;
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float x2d4_ = 0.f;
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zeus::CAABox x2d8_;
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float x2f0_ = 0.f;
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float x2f0_ballTransHeight = 0.f;
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EPlayerCameraState x2f4_cameraState = EPlayerCameraState::Zero;
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EPlayerMorphBallState x2f8_morphTransState = EPlayerMorphBallState::Unmorphed;
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u32 x2fc_ = 0;
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@@ -247,7 +247,14 @@ private:
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u32 x4a4_ = 0;
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float x4f8_ = 0.f;
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float x4fc_ = 0.f;
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float x53c_ = 0.f;
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zeus::CVector3f x500_ = x34_transform.basis[1];
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zeus::CVector3f x50c_ = x34_transform.basis[1];
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zeus::CVector3f x518_ = x34_transform.basis[1];
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zeus::CVector3f x524_ = x34_transform.basis[1];
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zeus::CVector3f x530_ = x34_transform.basis[1];
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zeus::CVector3f x53c_ = x34_transform.basis[1];
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zeus::CVector3f x548_ = x34_transform.basis[1];
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float x554_ = x34_transform.basis[1].x;
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bool x558_ = false;
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float x55c_ = 0.f;
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float x560_ = 0.f;
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@@ -287,7 +294,7 @@ private:
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CVisorSteam x7a0_visorSteam = CVisorSteam(0.f, 0.f, 0.f, -1);
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ResId x7cc_ = -1;
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CAnimRes x7d0_animRes;
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CPlayerState::EBeamId x7ec_ = CPlayerState::EBeamId::Power;
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CPlayerState::EBeamId x7ec_beam = CPlayerState::EBeamId::Power;
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std::unique_ptr<CModelData> x7f0_ballTransitionBeamModel;
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zeus::CTransform x7f4_;
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float x824_ = 0.f;
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@@ -365,9 +372,10 @@ private:
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void ProcessFrozenInput(float dt, CStateManager& mgr);
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bool CheckSubmerged() const;
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void UpdateSubmerged(CStateManager& mgr);
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void InitializeBallTransition();
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public:
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CPlayer(TUniqueId, const zeus::CTransform&, const zeus::CAABox&, unsigned int w1, const zeus::CVector3f&, float, float,
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CPlayer(TUniqueId, const zeus::CTransform&, const zeus::CAABox&, ResId w1, const zeus::CVector3f&, float, float,
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float, float, const CMaterialList&);
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bool IsTransparent() const;
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@@ -493,7 +501,7 @@ public:
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zeus::CTransform CreateTransformFromMovementDirection() const;
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const CCollisionPrimitive* GetCollisionPrimitive() const;
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zeus::CTransform GetPrimitiveTransform() const;
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bool CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr);
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void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr);
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float GetActualFirstPersonMaxVelocity() const;
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void SetMoveState(EPlayerMovementState, CStateManager& mgr);
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float JumpInput(const CFinalInput& input, CStateManager& mgr);
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