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https://github.com/AxioDL/metaforce.git
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Reformat pass
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@@ -341,8 +341,8 @@ void CScriptGunTurret::Touch(CActor& act, CStateManager& mgr) {
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dVuln->WeaponHits(CWeaponMode::Ice(), false)) {
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x560_25_frozen = true;
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SendScriptMsgs(EScriptObjectState::Zero, mgr, EScriptObjectMessage::None);
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x53c_freezeRemTime = mgr.GetActiveRandom()->Float() *
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x2d4_data.GetFreezeVariance() + x2d4_data.GetFreezeDuration();
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x53c_freezeRemTime =
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mgr.GetActiveRandom()->Float() * x2d4_data.GetFreezeVariance() + x2d4_data.GetFreezeDuration();
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SetMuted(true);
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}
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SendScriptMsgs(EScriptObjectState::Damage, mgr, EScriptObjectMessage::None);
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@@ -377,15 +377,17 @@ void CScriptGunTurret::SetupCollisionManager(CStateManager& mgr) {
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x508_gunSDKSeg, blastLCTR, 0.6f, 1.f, CJointCollisionDescription::EOrientationType::One, "Gun_SDK"sv, 1000.f));
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jointDescs.push_back(CJointCollisionDescription::SphereCollision(blastLCTR, 0.3f, "Blast_LCTR"sv, 1000.f));
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x49c_collisionManager = std::make_unique<CCollisionActorManager>(mgr, GetUniqueId(), GetAreaIdAlways(), jointDescs, true);
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x49c_collisionManager =
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std::make_unique<CCollisionActorManager>(mgr, GetUniqueId(), GetAreaIdAlways(), jointDescs, true);
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x49c_collisionManager->SetActive(mgr, GetActive());
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for (int i = 0; i < x49c_collisionManager->GetNumCollisionActors(); ++i) {
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const auto& desc = x49c_collisionManager->GetCollisionDescFromIndex(i);
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if (const TCastToPtr<CCollisionActor> cAct = mgr.ObjectById(desc.GetCollisionActorId())) {
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cAct->AddMaterial(EMaterialTypes::ProjectilePassthrough, mgr);
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cAct->SetMaterialFilter(CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Player},
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{EMaterialTypes::Character, EMaterialTypes::NoStaticCollision, EMaterialTypes::NoPlatformCollision}));
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cAct->SetMaterialFilter(CMaterialFilter::MakeIncludeExclude(
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{EMaterialTypes::Player},
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{EMaterialTypes::Character, EMaterialTypes::NoStaticCollision, EMaterialTypes::NoPlatformCollision}));
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if (desc.GetName().find("Blast_LCTR"sv) != std::string_view::npos) {
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x4a0_collisionActor = desc.GetCollisionActorId();
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}
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@@ -790,8 +792,8 @@ void CScriptGunTurret::ProcessInactiveState(EStateMsg msg, CStateManager& mgr, f
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if (const TCastToPtr<CScriptGunTurret> gun = mgr.ObjectById(x25c_gunId)) {
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forceActivate = gun->HealthInfo(mgr)->GetHP() < x260_lastGunHP;
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}
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if (x2d4_data.GetScriptedStartOnly() ? (forceActivate || x560_29_scriptedStart) :
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(forceActivate || x560_29_scriptedStart || InDetectionRange(mgr))) {
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if (x2d4_data.GetScriptedStartOnly() ? (forceActivate || x560_29_scriptedStart)
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: (forceActivate || x560_29_scriptedStart || InDetectionRange(mgr))) {
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x528_curInactiveTime += dt;
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if (forceActivate || x528_curInactiveTime >= x2d4_data.GetIntoActivateDelay())
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SetTurretState(ETurretState::Ready, mgr);
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@@ -866,9 +868,8 @@ void CScriptGunTurret::ProcessTargettingState(EStateMsg msg, CStateManager& mgr,
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mgr.GetPlayer(), false, dt);
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}
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zeus::CVector3f compensated =
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x3a4_burstFire.GetDistanceCompensatedError(
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(x404_targetPosition - gun->GetTranslation()).magnitude(), 20.f);
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zeus::CVector3f compensated = x3a4_burstFire.GetDistanceCompensatedError(
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(x404_targetPosition - gun->GetTranslation()).magnitude(), 20.f);
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compensated = gun->GetTransform().rotate(compensated);
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@@ -910,7 +911,7 @@ void CScriptGunTurret::ProcessExitTargettingState(EStateMsg msg, CStateManager&
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return;
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if (TCastToPtr<CScriptGunTurret> gun = mgr.ObjectById(x25c_gunId)) {
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//zeus::CTransform gunXf = GetTransform() * GetLocatorTransform("Gun_SDK"sv);
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// zeus::CTransform gunXf = GetTransform() * GetLocatorTransform("Gun_SDK"sv);
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if (zeus::CVector3f::getAngleDiff(gun->GetTransform().frontVector(), x544_originalFrontVec) < zeus::degToRad(0.9f))
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SetTurretState(ETurretState::Ready, mgr);
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@@ -1073,8 +1074,7 @@ bool CScriptGunTurret::PlayerInsideTurretSphere(CStateManager& mgr) const {
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if (cAct->GetActive()) {
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zeus::CVector3f delta = mgr.GetPlayer().GetAimPosition(mgr, 0.f) - GetTranslation();
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if (delta.z() < 0.f) {
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const float rad = cAct->GetSphereRadius() * 2.f +
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(cAct->GetTranslation() - GetTranslation()).magnitude();
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const float rad = cAct->GetSphereRadius() * 2.f + (cAct->GetTranslation() - GetTranslation()).magnitude();
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return delta.magSquared() < rad * rad;
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}
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}
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@@ -1142,8 +1142,8 @@ void CScriptGunTurret::UpdateGunOrientation(float dt, CStateManager& mgr) {
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useYaw = -std::atan2(xf.frontVector().x(), xf.frontVector().y());
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}
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const float f28 = -0.5f * x2d4_data.GetDownMaxAngle() *
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(1.f - std::cos(2.f * x524_curStateTime * x2d4_data.GetTurnSpeed()));
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const float f28 =
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-0.5f * x2d4_data.GetDownMaxAngle() * (1.f - std::cos(2.f * x524_curStateTime * x2d4_data.GetTurnSpeed()));
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const float pitch = gun->GetPitch();
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const float f2 = f28 - pitch;
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const float f31 = x2d4_data.GetTurnSpeed() * dt;
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