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https://github.com/AxioDL/metaforce.git
synced 2025-12-09 17:47:43 +00:00
Fix CScriptSound favoring the right speaker, cleanup CBallCamera, update amuse
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@@ -150,12 +150,12 @@ private:
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zeus::CVector3f x35c_splineIntermediatePos;
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TUniqueId x368_obscuringObjectId = kInvalidUniqueId;
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ESplineState x36c_splineState = ESplineState::Invalid;
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bool x370_24_reevalSplineEnd : 1;
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bool x370_24_reevalSplineEnd : 1 = false;
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float x374_splineCtrl = 0.f;
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float x378_splineCtrlRange;
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CCameraSpline x37c_camSpline{false};
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CMaterialList x3c8_collisionExcludeList = {EMaterialTypes::NoStepLogic};
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bool x3d0_24_camBehindFloorOrWall : 1;
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bool x3d0_24_camBehindFloorOrWall : 1 = false;
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float x3d4_elevInterpTimer = 0.f;
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float x3d8_elevInterpStart = 0.f;
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TUniqueId x3dc_tooCloseActorId = kInvalidUniqueId;
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@@ -202,12 +202,13 @@ private:
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void UpdateUsingPathCameras(float dt, CStateManager& mgr);
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zeus::CVector3f GetFixedLookTarget(const zeus::CVector3f& hintToLookDir, CStateManager& mgr) const;
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void UpdateUsingFixedCameras(float dt, CStateManager& mgr);
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zeus::CVector3f ComputeVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& posDelta) const;
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[[nodiscard]] zeus::CVector3f ComputeVelocity(const zeus::CVector3f& curVel, const zeus::CVector3f& posDelta) const;
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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, float dt);
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zeus::CVector3f CalculateCollidersCentroid(const std::vector<CCameraCollider>& colliderList, int numObscured) const;
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[[nodiscard]] zeus::CVector3f CalculateCollidersCentroid(const std::vector<CCameraCollider>& colliderList,
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int numObscured) const;
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zeus::CVector3f ApplyColliders();
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void UpdateColliders(const zeus::CTransform& xf, std::vector<CCameraCollider>& colliderList, int& it, int count,
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float tolerance, const rstl::reserved_vector<TUniqueId, 1024>& nearList, float dt,
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@@ -218,7 +219,7 @@ private:
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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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[[nodiscard]] int CountObscuredColliders(const std::vector<CCameraCollider>& colliderList) const;
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void UpdateCollidersDistances(std::vector<CCameraCollider>& colliderList, float xMag, float zMag, float angOffset);
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void UpdateUsingColliders(float dt, CStateManager& mgr);
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void UpdateUsingSpindleCameras(float dt, CStateManager& mgr);
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@@ -248,16 +249,16 @@ public:
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void ProcessInput(const CFinalInput& input, CStateManager& mgr) override;
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void Reset(const zeus::CTransform&, CStateManager& mgr) override;
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void Render(CStateManager& mgr) override;
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EBallCameraBehaviour GetBehaviour() const { return x188_behaviour; }
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EBallCameraState GetState() const { return x400_state; }
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[[nodiscard]] EBallCameraBehaviour GetBehaviour() const { return x188_behaviour; }
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[[nodiscard]] EBallCameraState GetState() const { return x400_state; }
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void SetState(EBallCameraState state, CStateManager& mgr);
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void Think(float dt, CStateManager& mgr) override;
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bool TransitionFromMorphBallState(CStateManager& mgr);
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TUniqueId GetTooCloseActorId() const { return x3dc_tooCloseActorId; }
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float GetTooCloseActorDistance() const { return x3e0_tooCloseActorDist; }
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[[nodiscard]] TUniqueId GetTooCloseActorId() const { return x3dc_tooCloseActorId; }
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[[nodiscard]] float GetTooCloseActorDistance() const { return x3e0_tooCloseActorDist; }
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void TeleportCamera(const zeus::CVector3f& pos, CStateManager& mgr);
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void TeleportCamera(const zeus::CTransform& xf, CStateManager& mgr);
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const zeus::CVector3f& GetLookPos() const { return x1d8_lookPos; }
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[[nodiscard]] const zeus::CVector3f& GetLookPos() const { return x1d8_lookPos; }
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void ResetToTweaks(CStateManager& mgr);
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void UpdateLookAtPosition(float dt, CStateManager& mgr);
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zeus::CTransform UpdateLookDirection(const zeus::CVector3f& dir, CStateManager& mgr);
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@@ -267,8 +268,8 @@ public:
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void ResetPosition(CStateManager& mgr);
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void DoorClosed(TUniqueId doorId);
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void DoorClosing(TUniqueId doorId);
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const zeus::CVector3f& GetLookPosAhead() const { return x1c0_lookPosAhead; }
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const zeus::CVector3f& GetFixedLookPos() const { return x1cc_fixedLookPos; }
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[[nodiscard]] const zeus::CVector3f& GetLookPosAhead() const { return x1c0_lookPosAhead; }
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[[nodiscard]] const zeus::CVector3f& GetFixedLookPos() const { return x1cc_fixedLookPos; }
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static bool IsBallNearDoor(const zeus::CVector3f& pos, CStateManager& mgr);
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};
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