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Initial work on CGroundMovement
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74
Runtime/Character/CGroundMovement.hpp
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74
Runtime/Character/CGroundMovement.hpp
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#ifndef __URDE_CGROUNDMOVEMENT_HPP__
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#define __URDE_CGROUNDMOVEMENT_HPP__
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#include "RetroTypes.hpp"
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#include "Collision/CCollisionInfo.hpp"
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namespace urde
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{
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class CPhysicsActor;
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class CStateManager;
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class CAreaCollisionCache;
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class CMaterialFilter;
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class CCollisionInfoList;
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class CGroundMovement
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{
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public:
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struct SMovementOptions
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{
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bool x0_;
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float x4_;
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float x8_;
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float xc_;
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float x10_;
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float x14_;
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bool x18_;
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bool x19_;
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bool x1a_;
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u32 x1c_;
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float x20_;
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float x24_;
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float x28_;
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float x2c_;
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float x30_;
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float x34_;
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float x38_;
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std::experimental::optional<zeus::CVector3f> x3c_;
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};
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struct SMoveObjectResult
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{
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std::experimental::optional<TUniqueId> x0_id;
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std::experimental::optional<CCollisionInfo> x8_collision;
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u32 x6c_;
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float x70_;
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};
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static void CheckFalling(CPhysicsActor& actor, CStateManager& mgr, float);
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static void MoveGroundCollider(CStateManager& mgr, CPhysicsActor& actor, float dt,
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const rstl::reserved_vector<TUniqueId, 1024>* nearList);
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static bool ResolveUpDown(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
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const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
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float, float, float&, CCollisionInfoList& list);
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static bool MoveGroundColliderZ(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
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const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
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float, float&, CCollisionInfoList& list, TUniqueId& idOut);
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static void MoveGroundColliderXY(CAreaCollisionCache& cache, CStateManager& mgr, CPhysicsActor& actor,
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const CMaterialFilter& filter, rstl::reserved_vector<TUniqueId, 1024>& nearList,
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float);
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static void CollisionDamping(const zeus::CVector3f&, const zeus::CVector3f&, const zeus::CVector3f&,
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float, float);
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static void MoveGroundCollider_New(CStateManager& mgr, CPhysicsActor& actor, float,
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const rstl::reserved_vector<TUniqueId, 1024>* nearList);
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static void RemoveNormalComponent(const zeus::CVector3f&, const zeus::CVector3f&, const zeus::CVector3f&, float&);
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static void RemoveNormalComponent(const zeus::CVector3f&, const zeus::CVector3f&);
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static CMaterialList MoveObjectAnalytical(CStateManager& mgr, CPhysicsActor& actor, float,
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rstl::reserved_vector<TUniqueId, 1024>& nearList,
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CAreaCollisionCache& cache, const SMovementOptions& opts,
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SMoveObjectResult& result);
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};
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}
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#endif // __URDE_CGROUNDMOVEMENT_HPP__
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