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Fix
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@ -2458,9 +2458,9 @@ MxBool LegoAnimationManager::FUN_10064010(LegoPathBoundary* p_boundary, LegoUnkn
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Vector3* v2 = p_edge->CCWVertex(*p_boundary);
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p1 = *v2;
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((Vector3&) p1).Sub(v1);
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((Vector3&) p1).Sub(*v1);
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((Vector3&) p1).Mul(p_destScale);
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((Vector3&) p1).Add(v1);
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((Vector3&) p1).Add(*v1);
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BoundingBox boundingBox;
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Mx3DPointFloat vec(1.0f, 1.0f, 1.0f);
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@ -2677,7 +2677,7 @@ MxResult LegoAnimationManager::FUN_10064670(Vector3* p_position)
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if (p_position != NULL) {
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Mx3DPointFloat vec(98.875f, 0.0f, -46.1564f);
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((Vector3&) vec).Sub(p_position);
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((Vector3&) vec).Sub(*p_position);
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if (vec.LenSquared() < 800.0f) {
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success = TRUE;
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@ -2701,7 +2701,7 @@ MxResult LegoAnimationManager::FUN_10064740(Vector3* p_position)
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if (p_position != NULL) {
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Mx3DPointFloat vec(-21.375f, 0.0f, -41.75f);
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((Vector3&) vec).Sub(p_position);
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((Vector3&) vec).Sub(*p_position);
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if (vec.LenSquared() < 1000.0f) {
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success = TRUE;
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@ -102,14 +102,14 @@ MxResult LegoPathActor::VTable0x88(
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Mx3DPointFloat p1, p2, p3, p4, p5;
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p1 = *v2;
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((Vector3&) p1).Sub(v1);
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((Vector3&) p1).Sub(*v1);
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((Vector3&) p1).Mul(p_srcScale);
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((Vector3&) p1).Add(v1);
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((Vector3&) p1).Add(*v1);
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p2 = *v4;
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((Vector3&) p2).Sub(v3);
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((Vector3&) p2).Sub(*v3);
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((Vector3&) p2).Mul(p_destScale);
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((Vector3&) p2).Add(v3);
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((Vector3&) p2).Add(*v3);
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m_boundary = p_boundary;
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m_destEdge = &p_destEdge;
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@ -177,9 +177,9 @@ MxResult LegoPathActor::VTable0x84(
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Mx3DPointFloat p2, p3, p5;
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p2 = *v4;
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((Vector3&) p2).Sub(v3);
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((Vector3&) p2).Sub(*v3);
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((Vector3&) p2).Mul(p_destScale);
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((Vector3&) p2).Add(v3);
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((Vector3&) p2).Add(*v3);
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m_boundary = p_boundary;
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m_destEdge = &p_destEdge;
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@ -53,11 +53,11 @@ void LegoPathBoundary::FUN_100575b0(Vector3& p_point1, Vector3& p_point2, LegoPa
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Mx3DPointFloat v;
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v = p_point1;
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((Vector3&) v).Sub(ccwV);
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((Vector3&) v).Sub(*ccwV);
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float dot1 = v.Dot(&v, m_unk0x50);
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v = p_point2;
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((Vector3&) v).Sub(ccwV);
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((Vector3&) v).Sub(*ccwV);
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float dot2 = v.Dot(&v, m_unk0x50);
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if (dot2 > dot1) {
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@ -238,7 +238,7 @@ MxU32 LegoPathBoundary::Intersect(
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p_point3.Add(p_point1);
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local50 = p_point2;
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((Vector3&) local50).Sub(local5c);
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((Vector3&) local50).Sub(*local5c);
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e->FUN_1002ddc0(*this, local70);
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@ -258,7 +258,7 @@ MxU32 LegoPathBoundary::Intersect(
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Vector3* local90 = local88->CWVertex(*this);
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Mx3DPointFloat locala4(p_point3);
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((Vector3&) locala4).Sub(local90);
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((Vector3&) locala4).Sub(*local90);
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float local8c = locala4.Dot(&locala4, &local84);
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@ -285,7 +285,7 @@ MxU32 LegoPathBoundary::Intersect(
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Vector3* localc4 = locala8->CWVertex(*this);
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Mx3DPointFloat locald8(p_point3);
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((Vector3&) locald8).Sub(localc4);
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((Vector3&) locald8).Sub(*localc4);
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float localc0 = locald8.Dot(&locald8, &localbc);
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@ -317,7 +317,7 @@ MxU32 LegoPathBoundary::Intersect(
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else if (local58 > 0.0f && e->m_unk0x3c > local58) {
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p_point3 = local70;
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p_point3.Mul(local58);
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p_point3.Add(local5c);
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p_point3.Add(*local5c);
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p_edge = e;
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return 1;
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}
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@ -756,9 +756,9 @@ MxS32 LegoPathController::FUN_1004a240(
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Mx3DPointFloat vec;
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p_v1 = *p_edge->CCWVertex(*p_boundary);
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p_v1.Sub(p_edge->CWVertex(*p_boundary));
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p_v1.Sub(*p_edge->CWVertex(*p_boundary));
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p_v1.Mul(p_f1);
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p_v1.Add(p_edge->CWVertex(*p_boundary));
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p_v1.Add(*p_edge->CWVertex(*p_boundary));
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p_edge->FUN_1002ddc0(*p_boundary, vec);
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p_v2.EqualsCross(p_boundary->GetUnknown0x14(), &vec);
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return 0;
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