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Renaming local variables in VTable0x74
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@ -403,30 +403,30 @@ void Helicopter::VTable0x74(Matrix4& p_transform)
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void Helicopter::Animate(float p_time)
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void Helicopter::Animate(float p_time)
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{
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{
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if (m_state->m_status == 4 || m_state->m_status == 5) {
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if (m_state->m_status == 4 || m_state->m_status == 5) {
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float f = m_cameraTransitionTime - p_time + 3000.0f;
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float remainingTime = m_cameraTransitionTime - p_time + 3000.0f;
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if (f >= 0) {
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if (remainingTime >= 0) {
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float f2 = f / -3000.0f + 1;
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float interpolationFactor = remainingTime / -3000.0f + 1;
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if (f2 < 0) {
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if (interpolationFactor < 0) {
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f2 = 0;
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interpolationFactor = 0;
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}
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}
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if (f2 > 1.0f) {
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if (interpolationFactor > 1.0f) {
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f2 = 1.0f;
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interpolationFactor = 1.0f;
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}
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}
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MxMatrix mat;
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MxMatrix transform;
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Vector3 v1(m_cameraTransitionStartMatrix[3]);
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Vector3 startPosition(m_cameraTransitionStartMatrix[3]);
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Vector3 v2(mat[3]);
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Vector3 interpolatedPosition(transform[3]);
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Vector3 v3(m_cameraTransitionEndMatrix[3]);
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Vector3 endPosition(m_cameraTransitionEndMatrix[3]);
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mat.SetIdentity();
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transform.SetIdentity();
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m_cameraTransitionInterpolator.InterpolateToMatrix(mat, f2);
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m_cameraTransitionInterpolator.InterpolateToMatrix(transform, interpolationFactor);
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v2 = v3;
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interpolatedPosition = endPosition;
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v2 -= v1;
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interpolatedPosition -= startPosition;
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v2 *= f2;
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interpolatedPosition *= interpolationFactor;
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v2 += v1;
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interpolatedPosition += startPosition;
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m_world->GetCameraController()->TransformPointOfView(mat, 0);
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m_world->GetCameraController()->TransformPointOfView(transform, 0);
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}
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}
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else {
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else {
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if (m_state->m_status == 4) {
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if (m_state->m_status == 4) {
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