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Fix Act3Brickster::Animate
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@ -387,28 +387,29 @@ 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_unk0x08 == 4 || m_state->m_unk0x08 == 5) {
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if (m_state->m_unk0x08 == 4 || m_state->m_unk0x08 == 5) {
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float f = m_unk0x1f0 - p_time + 3000;
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float f = m_unk0x1f0 - p_time + 3000.0f;
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if (f >= 0) {
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if (f >= 0) {
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float f2 = f / -3000.0f + 1;
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float f2 = f / -3000.0f + 1;
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if (f2 < 0) {
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if (f2 < 0) {
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f2 = 0;
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f2 = 0;
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}
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}
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if (1.0f < f2) {
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if (f2 > 1.0f) {
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f2 = 1.0f;
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f2 = 1.0f;
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}
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}
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MxMatrix mat;
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MxMatrix mat;
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Vector3 v(m_unk0x160[3]);
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Vector3 v1(m_unk0x160[3]);
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Vector3 v2(mat[3]); // likely correct according to stackcmp
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Vector3 v2(mat[3]);
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Vector3 v3(m_unk0x1a8[3]);
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// float* loc = m_unk0x1a8[0]; // this looks more correct, but it mixes up the registers. Re-enable later
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mat.SetIdentity();
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mat.SetIdentity();
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m_unk0x1f4.BETA_1004aaa0(mat, f2);
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m_unk0x1f4.BETA_1004aaa0(mat, f2);
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// v2 = loc;
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v2 = m_unk0x1a8[0];
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v2 = v3;
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v2 -= v;
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v2 -= v1;
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v2 *= f2;
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v2 *= f2;
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v2 += v;
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v2 += v1;
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m_world->GetCamera()->FUN_100123e0(mat, 0);
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m_world->GetCamera()->FUN_100123e0(mat, 0);
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}
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}
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else {
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else {
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