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Renaming local variables in Animate
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@ -447,44 +447,44 @@ void Helicopter::Animate(float p_time)
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// FUNCTION: LEGO1 0x100042a0
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void Helicopter::SetupCameraTransition(const Matrix4& p_matrix)
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{
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MxMatrix local48;
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MxMatrix local90;
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MxMatrix startMatrix;
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MxMatrix endMatrix;
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Vector3 vec1(local48[3]); // local98 // esp+0x30
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Vector3 vec2(local90[3]); // localac // esp+0x1c
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Vector3 vec3(m_cameraTransitionEndMatrix[0]); // locala8 // esp+0x20
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Vector3 vec4(m_cameraTransitionEndMatrix[1]); // localb8 // esp+0x10
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Vector3 vec5(m_cameraTransitionEndMatrix[2]); // EDI
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Vector3 startPos(startMatrix[3]); // local98 // esp+0x30
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Vector3 endPos(endMatrix[3]); // localac // esp+0x1c
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Vector3 endMatrixX(m_cameraTransitionEndMatrix[0]); // locala8 // esp+0x20
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Vector3 endMatrixY(m_cameraTransitionEndMatrix[1]); // localb8 // esp+0x10
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Vector3 endMatrixZ(m_cameraTransitionEndMatrix[2]); // EDI
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// the typecast makes this function match for unknown reasons
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Vector3 vec6((const float*) m_cameraTransitionEndMatrix[3]); // locala0 // esp+0x28
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Vector3 endMatrixPos((const float*) m_cameraTransitionEndMatrix[3]); // locala0 // esp+0x28
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m_world->GetCameraController()->GetPointOfView(local48);
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m_world->GetCameraController()->GetPointOfView(startMatrix);
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m_cameraTransitionEndMatrix.SetIdentity();
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local90 = p_matrix;
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endMatrix = p_matrix;
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vec2[1] += 20.0f;
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vec4 = vec2;
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vec4 -= vec1;
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vec4.Unitize();
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endPos[1] += 20.0f;
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endMatrixY = endPos;
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endMatrixY -= startPos;
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endMatrixY.Unitize();
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vec5[0] = vec5[2] = 0.0f;
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vec5[1] = -1.0f;
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endMatrixZ[0] = endMatrixZ[2] = 0.0f;
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endMatrixZ[1] = -1.0f;
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vec3.EqualsCross(vec4, vec5);
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vec3.Unitize();
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vec4.EqualsCross(vec5, vec3);
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vec6 = vec2;
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endMatrixX.EqualsCross(endMatrixY, endMatrixZ);
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endMatrixX.Unitize();
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endMatrixY.EqualsCross(endMatrixZ, endMatrixX);
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endMatrixPos = endPos;
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local90 = m_cameraTransitionEndMatrix;
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m_cameraTransitionStartMatrix = local48;
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endMatrix = m_cameraTransitionEndMatrix;
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m_cameraTransitionStartMatrix = startMatrix;
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vec1.Clear();
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vec2.Clear();
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startPos.Clear();
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endPos.Clear();
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m_cameraTransitionTime = Timer()->GetTime();
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m_cameraTransitionInterpolator.SetStartEnd(local48, local90);
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m_cameraTransitionInterpolator.SetStartEnd(startMatrix, endMatrix);
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m_cameraTransitionInterpolator.NormalizeDirection();
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}
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