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basic BETA10 code completion
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@ -232,8 +232,53 @@ void LegoCarRaceActor::VTable0x70(float p_float)
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// FUNCTION: BETA10 0x100cdc54
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MxResult LegoCarRaceActor::VTable0x9c()
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{
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VTable0x1c(m_boundary, m_destEdge);
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MxS32 iVar4 = VTable0x1c(m_boundary, m_destEdge);
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if (iVar4) {
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SwitchBoundary(m_boundary, m_destEdge, m_unk0xe4);
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assert(m_boundary && m_destEdge);
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// variable names verified by BETA10
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Vector3* v1 = m_destEdge->CWVertex(*m_boundary);
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Vector3* v2 = m_destEdge->CCWVertex(*m_boundary);
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assert(v1 && v2);
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Mx3DPointFloat local_64;
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local_64[0] = (*v1)[0] + ((*v2)[0] - (*v1)[0]) * m_unk0xe4;
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local_64[1] = (*v1)[1] + ((*v2)[1] - (*v1)[1]) * m_unk0xe4;
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local_64[2] = (*v1)[2] + ((*v2)[2] - (*v1)[2]) * m_unk0xe4;
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Mx3DPointFloat local_50;
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Mx3DPointFloat local_20;
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Mx3DPointFloat local_3c;
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Mx3DPointFloat local_78;
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m_destEdge->FUN_1002ddc0(*m_boundary, local_50);
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m_destEdge->FUN_1002ddc0(*m_boundary, local_20);
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local_3c.EqualsCross(&local_50, m_boundary->GetUnknown0x14());
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local_78.EqualsCross(m_boundary->GetUnknown0x14(), &local_20);
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local_3c.Unitize();
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local_78.Unitize();
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((Vector3*) &local_3c)->Mul(5.0f);
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((Vector3*) &local_78)->Mul(5.0f);
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MxResult res = LegoPathActor::VTable0x80(Vector3(m_roi->GetWorldPosition()), local_3c, local_64, local_78);
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// BETA10 only?
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if (res) {
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assert(0);
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return -1;
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}
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// Proceed here
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}
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m_unk0x7c = 0;
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return SUCCESS;
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}
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@ -42,6 +42,7 @@ class OrientableROI : public ROI {
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// FUNCTION: BETA10 0x1000fbf0
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const Matrix4& GetLocal2World() const { return m_local2world; }
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// FUNCTION: BETA10 0x10011750
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const float* GetWorldPosition() const { return m_local2world[3]; }
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// FUNCTION: BETA10 0x10011780
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