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Remove some COMPAT_MODE
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@ -648,12 +648,7 @@ void LegoAnimPresenter::PutFrame()
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up = und;
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up = und;
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#ifdef COMPAT_MODE
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Mx3DPointFloat location = m_currentWorld->GetCamera()->GetWorldLocation();
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((Vector3&) up).Sub(location);
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#else
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((Vector3&) up).Sub(m_currentWorld->GetCamera()->GetWorldLocation());
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((Vector3&) up).Sub(m_currentWorld->GetCamera()->GetWorldLocation());
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#endif
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((Vector3&) dir).Div(dirsqr);
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((Vector3&) dir).Div(dirsqr);
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pos.EqualsCross(&dir, &up);
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pos.EqualsCross(&dir, &up);
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pos.Unitize();
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pos.Unitize();
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@ -66,12 +66,7 @@ void LegoLoopingAnimPresenter::PutFrame()
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up = und;
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up = und;
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#ifdef COMPAT_MODE
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Mx3DPointFloat location = m_currentWorld->GetCamera()->GetWorldLocation();
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((Vector3&) up).Sub(location);
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#else
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((Vector3&) up).Sub(m_currentWorld->GetCamera()->GetWorldLocation());
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((Vector3&) up).Sub(m_currentWorld->GetCamera()->GetWorldLocation());
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#endif
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((Vector3&) dir).Div(dirsqr);
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((Vector3&) dir).Div(dirsqr);
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pos.EqualsCross(&dir, &up);
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pos.EqualsCross(&dir, &up);
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pos.Unitize();
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pos.Unitize();
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@ -708,13 +708,7 @@ void TimeROI::FUN_100a9b40(Matrix4& p_matrix, LegoTime p_time)
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Mx3DPointFloat targetPosition(p_matrix[3]);
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Mx3DPointFloat targetPosition(p_matrix[3]);
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// TODO: Figure out how to get type right for the call
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// TODO: Figure out how to get type right for the call
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// TODO: Fix constness of vector/matrix functions
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#ifdef COMPAT_MODE
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Vector3 worldPosition(m_local2world[3]);
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((Vector3&) targetPosition).Sub(worldPosition);
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#else
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((Vector3&) targetPosition).Sub(Vector3(m_local2world[3]));
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((Vector3&) targetPosition).Sub(Vector3(m_local2world[3]));
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#endif
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float division = time * 0.001;
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float division = time * 0.001;
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((Vector3&) targetPosition).Div(division);
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((Vector3&) targetPosition).Div(division);
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