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Cleanup
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@ -549,23 +549,18 @@ MxS32 LegoPathActor::CheckIntersections(Vector3& p_rayOrigin, Vector3& p_rayEnd,
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while (1) {
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while (1) {
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assert(b);
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assert(b);
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MxU32 result = CheckPresenterAndActorIntersections(
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MxU32 result =
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b,
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CheckPresenterAndActorIntersections(b, p_rayOrigin, rayDirection, len, radius, p_intersectionPoint);
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p_rayOrigin,
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rayDirection,
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len,
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radius,
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p_intersectionPoint
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);
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if (result != 0) {
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if (result != 0) {
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return result;
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return result;
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}
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}
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if (local18 == NULL) {
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if (local18 == NULL) {
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local18 = (LegoOrientedEdge*)local14->GetCounterclockwiseEdge(*m_boundary);
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local18 = (LegoOrientedEdge*) local14->GetCounterclockwiseEdge(*m_boundary);
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b = (LegoPathBoundary*) local14->OtherFace(m_boundary);
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b = (LegoPathBoundary*) local14->OtherFace(m_boundary);
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} else {
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}
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else {
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b = NULL;
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b = NULL;
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}
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}
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@ -601,7 +596,8 @@ MxS32 LegoPathActor::CheckIntersections(Vector3& p_rayOrigin, Vector3& p_rayEnd,
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float radius = m_roi->GetWorldBoundingSphere().Radius();
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float radius = m_roi->GetWorldBoundingSphere().Radius();
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list<LegoPathBoundary*> boundaries;
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list<LegoPathBoundary*> boundaries;
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// TODO: Looks like this function is inlined by one level. The outer one may get fixed by getting the inner one straight
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// This function is inlined once. The recursion calls into the actual function.
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// Matching `CheckIntersectionBothFaces` will likely match `CheckIntersections` as well.
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return CheckIntersectionBothFaces(
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return CheckIntersectionBothFaces(
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boundaries,
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boundaries,
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m_boundary,
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m_boundary,
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@ -687,7 +683,6 @@ inline MxU32 LegoPathActor::CheckIntersectionBothFaces(
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return 0;
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return 0;
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}
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}
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// FUNCTION: LEGO1 0x1002f020
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// FUNCTION: LEGO1 0x1002f020
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// FUNCTION: BETA10 0x100af54a
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// FUNCTION: BETA10 0x100af54a
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void LegoPathActor::ParseAction(char* p_extra)
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void LegoPathActor::ParseAction(char* p_extra)
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