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Work on CPlayer
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@@ -99,11 +99,7 @@ void CPhysicsActor::AddMotionState(const CMotionState& mst)
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{
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zeus::CNUQuaternion q{x34_transform.buildMatrix3f()};
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q += mst.xc_orientation;
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x34_transform = zeus::CTransform(q, x34_transform.origin);
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xe4_27_ = true;
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xe4_28_ = true;
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xe4_29_actorLightsDirty = true;
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SetTransform(zeus::CTransform(q, x34_transform.origin));
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SetTranslation(x34_transform.origin + mst.x0_translation);
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@@ -119,11 +115,7 @@ CMotionState CPhysicsActor::GetMotionState() const
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void CPhysicsActor::SetMotionState(const CMotionState& mst)
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{
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x34_transform = zeus::CTransform(mst.xc_orientation, x34_transform.origin);
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xe4_27_ = true;
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xe4_28_ = true;
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xe4_29_actorLightsDirty = true;
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SetTransform(zeus::CTransform(mst.xc_orientation, x34_transform.origin));
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SetTranslation(mst.x0_translation);
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xfc_constantForce = mst.x1c_velocity;
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@@ -265,10 +257,7 @@ bool CPhysicsActor::WillMove(const CStateManager&)
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void CPhysicsActor::SetPhysicsState(const CPhysicsState& state)
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{
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SetTranslation(state.GetTranslation());
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x34_transform = zeus::CTransform(state.GetOrientation(), x34_transform.origin);
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xe4_27_ = true;
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xe4_28_ = true;
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xe4_29_actorLightsDirty = true;
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SetTransform(zeus::CTransform(state.GetOrientation(), x34_transform.origin));
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xfc_constantForce = state.GetConstantForceWR();
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x108_angularMomentum = state.GetAngularMomentumWR();
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