diff --git a/LEGO1/lego/legoomni/src/common/legoanimationmanager.cpp b/LEGO1/lego/legoomni/src/common/legoanimationmanager.cpp index 497eaf2d..50e1581c 100644 --- a/LEGO1/lego/legoomni/src/common/legoanimationmanager.cpp +++ b/LEGO1/lego/legoomni/src/common/legoanimationmanager.cpp @@ -2458,9 +2458,9 @@ MxBool LegoAnimationManager::FUN_10064010(LegoPathBoundary* p_boundary, LegoUnkn Vector3* v2 = p_edge->CCWVertex(*p_boundary); p1 = *v2; - ((Vector3&) p1).Sub(v1); + ((Vector3&) p1).Sub(*v1); ((Vector3&) p1).Mul(p_destScale); - ((Vector3&) p1).Add(v1); + ((Vector3&) p1).Add(*v1); BoundingBox boundingBox; Mx3DPointFloat vec(1.0f, 1.0f, 1.0f); @@ -2677,7 +2677,7 @@ MxResult LegoAnimationManager::FUN_10064670(Vector3* p_position) if (p_position != NULL) { Mx3DPointFloat vec(98.875f, 0.0f, -46.1564f); - ((Vector3&) vec).Sub(p_position); + ((Vector3&) vec).Sub(*p_position); if (vec.LenSquared() < 800.0f) { success = TRUE; @@ -2701,7 +2701,7 @@ MxResult LegoAnimationManager::FUN_10064740(Vector3* p_position) if (p_position != NULL) { Mx3DPointFloat vec(-21.375f, 0.0f, -41.75f); - ((Vector3&) vec).Sub(p_position); + ((Vector3&) vec).Sub(*p_position); if (vec.LenSquared() < 1000.0f) { success = TRUE; diff --git a/LEGO1/lego/legoomni/src/paths/legopathactor.cpp b/LEGO1/lego/legoomni/src/paths/legopathactor.cpp index fd9f6c39..b2250703 100644 --- a/LEGO1/lego/legoomni/src/paths/legopathactor.cpp +++ b/LEGO1/lego/legoomni/src/paths/legopathactor.cpp @@ -102,14 +102,14 @@ MxResult LegoPathActor::VTable0x88( Mx3DPointFloat p1, p2, p3, p4, p5; p1 = *v2; - ((Vector3&) p1).Sub(v1); + ((Vector3&) p1).Sub(*v1); ((Vector3&) p1).Mul(p_srcScale); - ((Vector3&) p1).Add(v1); + ((Vector3&) p1).Add(*v1); p2 = *v4; - ((Vector3&) p2).Sub(v3); + ((Vector3&) p2).Sub(*v3); ((Vector3&) p2).Mul(p_destScale); - ((Vector3&) p2).Add(v3); + ((Vector3&) p2).Add(*v3); m_boundary = p_boundary; m_destEdge = &p_destEdge; @@ -177,9 +177,9 @@ MxResult LegoPathActor::VTable0x84( Mx3DPointFloat p2, p3, p5; p2 = *v4; - ((Vector3&) p2).Sub(v3); + ((Vector3&) p2).Sub(*v3); ((Vector3&) p2).Mul(p_destScale); - ((Vector3&) p2).Add(v3); + ((Vector3&) p2).Add(*v3); m_boundary = p_boundary; m_destEdge = &p_destEdge; diff --git a/LEGO1/lego/legoomni/src/paths/legopathboundary.cpp b/LEGO1/lego/legoomni/src/paths/legopathboundary.cpp index 0df1b1e6..297aa223 100644 --- a/LEGO1/lego/legoomni/src/paths/legopathboundary.cpp +++ b/LEGO1/lego/legoomni/src/paths/legopathboundary.cpp @@ -53,11 +53,11 @@ void LegoPathBoundary::FUN_100575b0(Vector3& p_point1, Vector3& p_point2, LegoPa Mx3DPointFloat v; v = p_point1; - ((Vector3&) v).Sub(ccwV); + ((Vector3&) v).Sub(*ccwV); float dot1 = v.Dot(&v, m_unk0x50); v = p_point2; - ((Vector3&) v).Sub(ccwV); + ((Vector3&) v).Sub(*ccwV); float dot2 = v.Dot(&v, m_unk0x50); if (dot2 > dot1) { @@ -238,7 +238,7 @@ MxU32 LegoPathBoundary::Intersect( p_point3.Add(p_point1); local50 = p_point2; - ((Vector3&) local50).Sub(local5c); + ((Vector3&) local50).Sub(*local5c); e->FUN_1002ddc0(*this, local70); @@ -258,7 +258,7 @@ MxU32 LegoPathBoundary::Intersect( Vector3* local90 = local88->CWVertex(*this); Mx3DPointFloat locala4(p_point3); - ((Vector3&) locala4).Sub(local90); + ((Vector3&) locala4).Sub(*local90); float local8c = locala4.Dot(&locala4, &local84); @@ -285,7 +285,7 @@ MxU32 LegoPathBoundary::Intersect( Vector3* localc4 = locala8->CWVertex(*this); Mx3DPointFloat locald8(p_point3); - ((Vector3&) locald8).Sub(localc4); + ((Vector3&) locald8).Sub(*localc4); float localc0 = locald8.Dot(&locald8, &localbc); @@ -317,7 +317,7 @@ MxU32 LegoPathBoundary::Intersect( else if (local58 > 0.0f && e->m_unk0x3c > local58) { p_point3 = local70; p_point3.Mul(local58); - p_point3.Add(local5c); + p_point3.Add(*local5c); p_edge = e; return 1; } diff --git a/LEGO1/lego/legoomni/src/paths/legopathcontroller.cpp b/LEGO1/lego/legoomni/src/paths/legopathcontroller.cpp index dd0a5092..ddfe66ec 100644 --- a/LEGO1/lego/legoomni/src/paths/legopathcontroller.cpp +++ b/LEGO1/lego/legoomni/src/paths/legopathcontroller.cpp @@ -756,9 +756,9 @@ MxS32 LegoPathController::FUN_1004a240( Mx3DPointFloat vec; p_v1 = *p_edge->CCWVertex(*p_boundary); - p_v1.Sub(p_edge->CWVertex(*p_boundary)); + p_v1.Sub(*p_edge->CWVertex(*p_boundary)); p_v1.Mul(p_f1); - p_v1.Add(p_edge->CWVertex(*p_boundary)); + p_v1.Add(*p_edge->CWVertex(*p_boundary)); p_edge->FUN_1002ddc0(*p_boundary, vec); p_v2.EqualsCross(p_boundary->GetUnknown0x14(), &vec); return 0;