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Refactor
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@ -2,8 +2,6 @@
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#define MXGEOMETRY3D_H
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#define MXGEOMETRY3D_H
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#include "decomp.h"
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#include "decomp.h"
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#include "realtime/vector.h"
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#include "realtime/vector2d.inl.h"
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#include "realtime/vector3d.inl.h"
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#include "realtime/vector3d.inl.h"
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// VTABLE: LEGO1 0x100d4488
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// VTABLE: LEGO1 0x100d4488
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@ -2,8 +2,6 @@
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#define MXGEOMETRY4D_H
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#define MXGEOMETRY4D_H
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#include "decomp.h"
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#include "decomp.h"
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#include "realtime/matrix.h"
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#include "realtime/matrix4d.inl.h"
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#include "realtime/vector4d.inl.h"
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#include "realtime/vector4d.inl.h"
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// VTABLE: LEGO1 0x100d41e8
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// VTABLE: LEGO1 0x100d41e8
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@ -1,7 +1,6 @@
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#ifndef MXMATRIX_H
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#ifndef MXMATRIX_H
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#define MXMATRIX_H
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#define MXMATRIX_H
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#include "realtime/matrix.h"
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#include "realtime/matrix4d.inl.h"
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#include "realtime/matrix4d.inl.h"
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// VTABLE: LEGO1 0x100d4300
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// VTABLE: LEGO1 0x100d4300
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@ -36,7 +35,9 @@ class MxMatrix : public Matrix4 {
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float m_elements[4][4]; // 0x08
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float m_elements[4][4]; // 0x08
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};
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};
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// Must be included here for correct ordering in binary
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// Must be included here (not before MxMatrix) for correct ordering in binary.
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// FromQuaternion and ToQuaternion in Matrix4 depend on Vector4.
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// There's a chance they included mxgeometry4d.h after including this somewhere.
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#include "realtime/vector4d.inl.h"
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#include "realtime/vector4d.inl.h"
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#endif // MXMATRIX_H
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#endif // MXMATRIX_H
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@ -1,7 +1,6 @@
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#ifndef VECTOR3D_H
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#ifndef VECTOR3D_H
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#define VECTOR3D_H
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#define VECTOR3D_H
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#include "vector.h"
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#include "vector2d.inl.h"
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#include "vector2d.inl.h"
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// FUNCTION: LEGO1 0x10002270
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// FUNCTION: LEGO1 0x10002270
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