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https://github.com/AxioDL/metaforce.git
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Reformat pass
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@@ -58,8 +58,7 @@ void CGameCollision::InitCollision() {
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CCollisionPrimitive::InitEndColliders();
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}
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void CGameCollision::MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float dt,
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const EntityList* colliderList) {
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void CGameCollision::MovePlayer(CStateManager& mgr, CPhysicsActor& actor, float dt, const EntityList* colliderList) {
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actor.SetAngularEnabled(true);
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actor.AddMotionState(actor.PredictAngularMotion(dt));
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if (!actor.IsUseStandardCollider()) {
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@@ -195,8 +194,7 @@ zeus::CVector3f CGameCollision::GetActorRelativeVelocities(const CPhysicsActor&
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return ret;
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}
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void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt,
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const EntityList* colliderList) {
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void CGameCollision::Move(CStateManager& mgr, CPhysicsActor& actor, float dt, const EntityList* colliderList) {
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if (!actor.IsMovable())
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return;
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if (actor.GetMaterialList().HasMaterial(EMaterialTypes::GroundCollider) || actor.WillMove(mgr)) {
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@@ -323,8 +321,7 @@ CRayCastResult CGameCollision::RayDynamicIntersection(const CStateManager& mgr,
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bool CGameCollision::RayDynamicIntersectionBool(const CStateManager& mgr, const zeus::CVector3f& pos,
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const zeus::CVector3f& dir, const CMaterialFilter& filter,
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const EntityList& nearList,
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const CActor* damagee, float length) {
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const EntityList& nearList, const CActor* damagee, float length) {
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if (length <= 0.f) {
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length = 100000.f;
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}
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@@ -349,8 +346,7 @@ bool CGameCollision::RayDynamicIntersectionBool(const CStateManager& mgr, const
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CRayCastResult CGameCollision::RayWorldIntersection(const CStateManager& mgr, TUniqueId& idOut,
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const zeus::CVector3f& pos, const zeus::CVector3f& dir, float mag,
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const CMaterialFilter& filter,
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const EntityList& nearList) {
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const CMaterialFilter& filter, const EntityList& nearList) {
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CRayCastResult staticRes = RayStaticIntersection(mgr, pos, dir, mag, filter);
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CRayCastResult dynamicRes = RayDynamicIntersection(mgr, idOut, pos, dir, mag, filter, nearList);
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@@ -418,8 +414,7 @@ bool CGameCollision::DetectCollisionBoolean(const CStateManager& mgr, const CCol
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bool CGameCollision::DetectCollisionBoolean_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
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const CCollisionPrimitive& prim, const zeus::CTransform& xf,
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const CMaterialFilter& filter,
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const EntityList& nearList) {
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const CMaterialFilter& filter, const EntityList& nearList) {
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if (!filter.GetExcludeList().HasMaterial(EMaterialTypes::NoStaticCollision) &&
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DetectStaticCollisionBoolean_Cached(mgr, cache, prim, xf, filter)) {
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return true;
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@@ -501,8 +496,7 @@ bool CGameCollision::DetectStaticCollisionBoolean_Cached(const CStateManager& mg
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}
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bool CGameCollision::DetectDynamicCollisionBoolean(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
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const EntityList& nearList,
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const CStateManager& mgr) {
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const EntityList& nearList, const CStateManager& mgr) {
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for (const auto& id : nearList) {
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if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
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const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf);
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@@ -519,8 +513,7 @@ bool CGameCollision::DetectDynamicCollisionBoolean(const CCollisionPrimitive& pr
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bool CGameCollision::DetectCollision_Cached(const CStateManager& mgr, CAreaCollisionCache& cache,
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const CCollisionPrimitive& prim, const zeus::CTransform& xf,
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const CMaterialFilter& filter,
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const EntityList& nearList, TUniqueId& idOut,
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const CMaterialFilter& filter, const EntityList& nearList, TUniqueId& idOut,
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CCollisionInfoList& infoList) {
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idOut = kInvalidUniqueId;
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bool ret = false;
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@@ -541,8 +534,7 @@ bool CGameCollision::DetectCollision_Cached(const CStateManager& mgr, CAreaColli
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bool CGameCollision::DetectCollision_Cached_Moving(const CStateManager& mgr, CAreaCollisionCache& cache,
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const CCollisionPrimitive& prim, const zeus::CTransform& xf,
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const CMaterialFilter& filter,
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const EntityList& nearList,
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const CMaterialFilter& filter, const EntityList& nearList,
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const zeus::CVector3f& dir, TUniqueId& idOut,
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CCollisionInfo& infoOut, double& d) {
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bool ret = false;
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@@ -686,8 +678,8 @@ bool CGameCollision::DetectStaticCollision_Cached_Moving(const CStateManager& mg
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}
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bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
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const EntityList& nearList, TUniqueId& idOut,
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CCollisionInfoList& list, const CStateManager& mgr) {
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const EntityList& nearList, TUniqueId& idOut, CCollisionInfoList& list,
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const CStateManager& mgr) {
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for (const auto& id : nearList) {
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if (const TCastToConstPtr<CPhysicsActor> actor = mgr.GetObjectById(id)) {
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const CInternalCollisionStructure::CPrimDesc p0(prim, CMaterialFilter::skPassEverything, xf);
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@@ -704,9 +696,9 @@ bool CGameCollision::DetectDynamicCollision(const CCollisionPrimitive& prim, con
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}
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bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& prim, const zeus::CTransform& xf,
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const EntityList& nearList,
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const zeus::CVector3f& dir, TUniqueId& idOut, CCollisionInfo& infoOut,
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double& dOut, const CStateManager& mgr) {
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const EntityList& nearList, const zeus::CVector3f& dir,
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TUniqueId& idOut, CCollisionInfo& infoOut, double& dOut,
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const CStateManager& mgr) {
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bool ret = false;
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for (const auto& id : nearList) {
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double d = dOut;
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@@ -729,8 +721,7 @@ bool CGameCollision::DetectDynamicCollisionMoving(const CCollisionPrimitive& pri
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bool CGameCollision::DetectCollision(const CStateManager& mgr, const CCollisionPrimitive& prim,
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const zeus::CTransform& xf, const CMaterialFilter& filter,
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const EntityList& nearList, TUniqueId& idOut,
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CCollisionInfoList& infoOut) {
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const EntityList& nearList, TUniqueId& idOut, CCollisionInfoList& infoOut) {
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bool ret = false;
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CMaterialList exclude = filter.ExcludeList();
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if (!exclude.HasMaterial(EMaterialTypes::Occluder) && DetectStaticCollision(mgr, prim, xf, filter, infoOut)) {
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@@ -893,8 +884,7 @@ void CGameCollision::CollideWithStaticBodyNoRot(CPhysicsActor& a0, const CMateri
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}
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void CGameCollision::CollisionFailsafe(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor,
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const CCollisionPrimitive& prim,
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const EntityList& nearList, float f1,
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const CCollisionPrimitive& prim, const EntityList& nearList, float f1,
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u32 failsafeTicks) {
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actor.MoveCollisionPrimitive(zeus::skZero3f);
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if (f1 > 0.5f) {
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@@ -942,8 +932,7 @@ void CGameCollision::CollisionFailsafe(const CStateManager& mgr, CAreaCollisionC
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std::optional<zeus::CVector3f>
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CGameCollision::FindNonIntersectingVector(const CStateManager& mgr, CAreaCollisionCache& cache, CPhysicsActor& actor,
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const CCollisionPrimitive& prim,
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const EntityList& nearList) {
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const CCollisionPrimitive& prim, const EntityList& nearList) {
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zeus::CTransform xf = actor.GetPrimitiveTransform();
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zeus::CVector3f origOrigin = xf.origin;
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zeus::CVector3f center = prim.CalculateAABox(xf).center();
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