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https://github.com/AxioDL/metaforce.git
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Work on CBallCamera
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@@ -124,12 +124,12 @@ private:
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zeus::CVector3f x2a0_ = zeus::CVector3f::skUp;
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zeus::CVector3f x2ac_ = zeus::CVector3f::skUp;
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zeus::CVector3f x2b8_ = zeus::CVector3f::skUp;
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u32 x2c4_ = 0;
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u32 x2c8_ = 0;
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u32 x2cc_ = 0;
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u32 x2d0_ = 0;
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u32 x2d4_ = 0;
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u32 x2d8_ = 0;
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int x2c4_ = 0;
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int x2c8_ = 0;
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int x2cc_ = 0;
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int x2d0_ = 0;
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int x2d4_ = 0;
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int x2d8_ = 0;
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zeus::CVector3f x2dc_;
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float x2e8_ = 0.f;
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float x2ec_ = 0.f;
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@@ -193,7 +193,7 @@ private:
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bool ShouldResetSpline(CStateManager& mgr) const;
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void UpdatePlayerMovement(float dt, CStateManager& mgr);
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void UpdateTransform(const zeus::CVector3f& lookDir, const zeus::CVector3f& pos, float dt, CStateManager& mgr);
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zeus::CVector3f ConstrainYawAngle(const CPlayer& player, float angleVel, float maxAngle, float dt,
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zeus::CVector3f ConstrainYawAngle(const CPlayer& player, float distance, float yawSpeed, float dt,
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CStateManager& mgr) const;
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void CheckFailsafe(float dt, CStateManager& mgr);
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void UpdateObjectTooCloseId(CStateManager& mgr);
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@@ -205,16 +205,16 @@ private:
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zeus::CVector3f TweenVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& newVel, float rate, float dt);
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zeus::CVector3f MoveCollisionActor(const zeus::CVector3f& pos, float dt, CStateManager& mgr);
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void UpdateUsingFreeLook(float dt, CStateManager& mgr);
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zeus::CVector3f InterpolateCameraElevation(const zeus::CVector3f& camPos) const;
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zeus::CVector3f InterpolateCameraElevation(const zeus::CVector3f& camPos);
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zeus::CVector3f CalculateCollidersCentroid(const std::vector<CCameraCollider>& colliderList, int w1) const;
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zeus::CVector3f ApplyColliders();
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void UpdateColliders(const zeus::CTransform& xf, std::vector<CCameraCollider>& colliderList, int& r6, int r7,
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float f1, const rstl::reserved_vector<TUniqueId, 1024>& nearList, float f2,
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float f1, const rstl::reserved_vector<TUniqueId, 1024>& nearList, float dt,
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CStateManager& mgr);
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void AvoidGeometry(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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float dt, CStateManager& mgr);
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void AvoidGeometryFull(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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float dt, CStateManager& mgr);
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zeus::CVector3f AvoidGeometry(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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float dt, CStateManager& mgr);
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zeus::CVector3f AvoidGeometryFull(const zeus::CTransform& xf, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
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float dt, CStateManager& mgr);
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zeus::CAABox CalculateCollidersBoundingBox(const std::vector<CCameraCollider>& colliderList,
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CStateManager& mgr) const;
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int CountObscuredColliders(const std::vector<CCameraCollider>& colliderList) const;
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@@ -228,7 +228,7 @@ private:
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bool SplineIntersectTest(CMaterialList& intersectMat, CStateManager& mgr) const;
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static bool IsBallNearDoor(const zeus::CVector3f& pos, CStateManager& mgr);
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void ActivateFailsafe(float dt, CStateManager& mgr);
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void ConstrainElevationAndDistance(float& elevation, float& distance, float f1, CStateManager& mgr);
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bool ConstrainElevationAndDistance(float& elevation, float& distance, float dt, CStateManager& mgr);
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zeus::CVector3f FindDesiredPosition(float distance, float elevation, const zeus::CVector3f& dir, CStateManager& mgr);
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static bool DetectCollision(const zeus::CVector3f& from, const zeus::CVector3f& to, float margin,
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float& d, CStateManager& mgr);
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