TFlipper, TFlipperEdge ready.
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@@ -12,8 +12,8 @@ line_type TFlipperEdge::lineA, TFlipperEdge::lineB;
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circle_type TFlipperEdge::circlebase, TFlipperEdge::circleT1;
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TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsigned int visualFlag, TPinballTable* table,
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vector_type* origin, vector_type* vecT, vector_type* vec3, float bmpCoef1, float bmpCoef2,
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float a11, float c4F, float c5F): TEdgeSegment(collComp, someFlag, visualFlag)
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vector_type* origin, vector_type* vecT1, vector_type* vecT2, float bmpCoef1, float bmpCoef2,
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float collMult, float c4F, float c5F): TEdgeSegment(collComp, someFlag, visualFlag)
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{
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vector_type crossProd{}, vecDir1{}, vecDir2{};
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@@ -21,10 +21,10 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
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CollisionC5F = c5F;
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BmpCoef1 = bmpCoef1;
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BmpCoef2 = bmpCoef2;
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Unknown32F = a11;
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CollisionMult = collMult;
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T1Src = *vecT;
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Unknown36V = *vec3;
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T1Src = *vecT1;
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T2Src = *vecT2;
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RotOrigin.X = origin->X;
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RotOrigin.Y = origin->Y;
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@@ -32,17 +32,17 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
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CirclebaseRadiusMSq = CirclebaseRadius * 1.01f * (CirclebaseRadius * 1.01f);
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CirclebaseRadiusSq = CirclebaseRadius * CirclebaseRadius;
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CircleT1Radius = vecT->Z + table->CollisionCompOffset;
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CircleT1Radius = vecT1->Z + table->CollisionCompOffset;
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CircleT1RadiusMSq = CircleT1Radius * 1.01f * (CircleT1Radius * 1.01f);
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CircleT1RadiusSq = CircleT1Radius * CircleT1Radius;
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vecDir1.X = vecT->X - origin->X;
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vecDir1.Y = vecT->Y - origin->Y;
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vecDir1.X = vecT1->X - origin->X;
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vecDir1.Y = vecT1->Y - origin->Y;
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vecDir1.Z = 0.0;
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maths::normalize_2d(&vecDir1);
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vecDir2.X = vec3->X - origin->X;
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vecDir2.Y = vec3->Y - origin->Y;
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vecDir2.X = vecT2->X - origin->X;
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vecDir2.Y = vecT2->Y - origin->Y;
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vecDir2.Z = 0.0;
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maths::normalize_2d(&vecDir2);
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@@ -57,15 +57,15 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
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auto dirY1 = -vecDir1.Y;
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A2Src.X = dirY1 * CirclebaseRadius + origin->X;
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A2Src.Y = dirX1 * CirclebaseRadius + origin->Y;
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A1Src.X = dirY1 * CircleT1Radius + vecT->X;
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A1Src.Y = dirX1 * CircleT1Radius + vecT->Y;
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A1Src.X = dirY1 * CircleT1Radius + vecT1->X;
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A1Src.Y = dirX1 * CircleT1Radius + vecT1->Y;
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dirX1 = -dirX1;
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dirY1 = -dirY1;
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B1Src.X = dirY1 * CirclebaseRadius + origin->X;
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B1Src.Y = dirX1 * CirclebaseRadius + origin->Y;
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B2Src.X = dirY1 * CircleT1Radius + vecT->X;
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B2Src.Y = dirX1 * CircleT1Radius + vecT->Y;
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B2Src.X = dirY1 * CircleT1Radius + vecT1->X;
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B2Src.Y = dirX1 * CircleT1Radius + vecT1->Y;
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if (AngleMax < 0.0)
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{
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@@ -73,261 +73,239 @@ TFlipperEdge::TFlipperEdge(TCollisionComponent* collComp, char* someFlag, unsign
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maths::vswap(&A2Src, &B2Src);
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}
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auto dx = vecT->X - RotOrigin.X;
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auto dy = vecT->Y - RotOrigin.Y;
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auto distance1 = sqrt(dy * dy + dx * dx) + table->CollisionCompOffset + vecT->Z;
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auto dx = vecT1->X - RotOrigin.X;
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auto dy = vecT1->Y - RotOrigin.Y;
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auto distance1 = sqrt(dy * dy + dx * dx) + table->CollisionCompOffset + vecT1->Z;
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DistanceDivSq = distance1 * distance1;
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float bmpCoef = min(BmpCoef1, BmpCoef2);
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auto distance = maths::Distance(vecT, vec3);
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Unknown40F = bmpCoef / (distance / CircleT1Radius + distance / CircleT1Radius);
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auto distance = maths::Distance(vecT1, vecT2);
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CollisionTimeAdvance = bmpCoef / (distance / CircleT1Radius + distance / CircleT1Radius);
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TFlipperEdge::place_in_grid();
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Unknown44 = 0;
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TimeAngle = 0.0;
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Unknown15 = 0;
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Unknown46F = 0.0;
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EdgeCollisionFlag = 0;
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InputTime = 0.0;
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CollisionFlag1 = 0;
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AngleStopTime = 0.0;
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AngleMult = 0.0;
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}
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void TFlipperEdge::port_draw()
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{
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set_control_points(TimeAngle);
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set_control_points(InputTime);
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build_edges_in_motion();
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}
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float TFlipperEdge::FindCollisionDistance(ray_type* ray)
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{
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auto ogRay = ray;
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ray_type dstRay{}, srcRay{};
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float* pfVar2;
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short uVar3;
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int iVar4;
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int uVar5;
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vector_type* prVar6;
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vector_type* plVar6;
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vector_type* pvVar7;
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float fVar8;
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ray_type ray2;
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ray_type ray1;
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float local_1c;
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float local_18;
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float local_14;
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float local_10;
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float local_c;
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float local_8;
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if (ogRay->TimeNow > this->Unknown46F) {
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this->FlipperFlag = 0;
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if (ogRay->TimeNow > AngleStopTime)
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{
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FlipperFlag = 0;
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}
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if (this->Unknown44 == 0) {
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if (this->FlipperFlag == 0) {
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this->Unknown44 = 0;
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this->Unknown15 = 0;
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this->Unknown16 = 0;
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set_control_points( ogRay->TimeNow);
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if (EdgeCollisionFlag == 0)
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{
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if (FlipperFlag == 0)
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{
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EdgeCollisionFlag = 0;
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CollisionFlag1 = 0;
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CollisionFlag2 = 0;
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set_control_points(ogRay->TimeNow);
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build_edges_in_motion();
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iVar4 = is_ball_inside( (ogRay->Origin).X, (ogRay->Origin).Y);
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ray1.MinDistance = ogRay->MinDistance;
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if (iVar4 == 0) {
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ray1.Direction.X = (ogRay->Direction).X;
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ray1.Direction.Y = (ogRay->Direction).Y;
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ray1.Direction.Z = (ogRay->Direction).Z;
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ray1.MaxDistance = ogRay->MaxDistance;
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ray1.Origin.X = (ogRay->Origin).X;
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ray1.Origin.Y = (ogRay->Origin).Y;
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ray1.Origin.Z = (ogRay->Origin).Z;
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fVar8 = maths::distance_to_flipper(&ray1, &ray2);
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plVar6 = &ray2.Origin;
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if (fVar8 == 0.0) {
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pvVar7 = &this->NextBallPosition;
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pvVar7->X = ray2.Origin.X;
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(this->NextBallPosition).Y = ray2.Origin.Y;
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(this->NextBallPosition).Z = ray2.Origin.Z;
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pvVar7->X = pvVar7->X - ray1.Direction.X * 1e-05f;
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pfVar2 = &(this->NextBallPosition).Y;
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*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05f;
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auto ballInside = is_ball_inside(ogRay->Origin.X, ogRay->Origin.Y);
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srcRay.MinDistance = ogRay->MinDistance;
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if (ballInside == 0)
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{
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srcRay.Direction = ogRay->Direction;
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srcRay.MaxDistance = ogRay->MaxDistance;
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srcRay.Origin = ogRay->Origin;
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auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
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if (distance == 0.0)
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{
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NextBallPosition = dstRay.Origin;
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NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
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NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
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}
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else {
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pvVar7 = &this->NextBallPosition;
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LAB_0101bab7:
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pvVar7->X = (plVar6)->X;
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pvVar7->Y = (plVar6)->Y;
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pvVar7->Z = (plVar6)->Z;
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else
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{
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NextBallPosition = dstRay.Origin;
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}
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(this->CollisionDirection).X = ray2.Direction.X;
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(this->CollisionDirection).Y = ray2.Direction.Y;
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(this->CollisionDirection).Z = ray2.Direction.Z;
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return fVar8;
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CollisionDirection = dstRay.Direction;
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return distance;
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}
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fVar8 = maths::Distance_Squared(ogRay->Origin, this->RotOrigin);
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if (this->CirclebaseRadiusMSq <= fVar8) {
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fVar8 = maths::Distance_Squared(ogRay->Origin, T1);
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if (this->CircleT1RadiusMSq <= fVar8) {
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ray1.Direction.Y = lineB.PerpendicularL.Y;
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ray1.Direction.X = lineB.PerpendicularL.X;
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if (iVar4 == 4) {
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ray1.Direction.Y = lineA.PerpendicularL.Y;
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ray1.Direction.X = lineA.PerpendicularL.X;
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if (maths::Distance_Squared(ogRay->Origin, RotOrigin) >= CirclebaseRadiusMSq)
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{
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if (maths::Distance_Squared(ogRay->Origin, T1) >= CircleT1RadiusMSq)
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{
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srcRay.Direction.Y = lineB.PerpendicularL.Y;
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srcRay.Direction.X = lineB.PerpendicularL.X;
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if (ballInside == 4)
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{
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srcRay.Direction.Y = lineA.PerpendicularL.Y;
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srcRay.Direction.X = lineA.PerpendicularL.X;
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}
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ray1.Direction.X = -ray1.Direction.X;
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ray1.Direction.Y = -ray1.Direction.Y;
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srcRay.Direction.X = -srcRay.Direction.X;
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srcRay.Direction.Y = -srcRay.Direction.Y;
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}
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else {
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ray1.Direction.X = T1.X - (ogRay->Origin).X;
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ray1.Direction.Y = T1.Y - (ogRay->Origin).Y;
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maths::normalize_2d(&ray1.Direction);
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else
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{
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srcRay.Direction.X = T1.X - ogRay->Origin.X;
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srcRay.Direction.Y = T1.Y - ogRay->Origin.Y;
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maths::normalize_2d(&srcRay.Direction);
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}
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}
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else {
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ray1.Direction.X = (this->RotOrigin).X - (ogRay->Origin).X;
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ray1.Direction.Y = (this->RotOrigin).Y - (ogRay->Origin).Y;
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maths::normalize_2d(&ray1.Direction);
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else
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{
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srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
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srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
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maths::normalize_2d(&srcRay.Direction);
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}
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ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
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ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
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ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
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fVar8 = maths::distance_to_flipper(&ray1, &ray2);
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if (1e+09 <= fVar8) {
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ray1.Direction.X = (this->RotOrigin).X - (ogRay->Origin).X;
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ray1.Direction.Y = (this->RotOrigin).Y - (ogRay->Origin).Y;
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maths::normalize_2d(&ray1.Direction);
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ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
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ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
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fVar8 = maths::distance_to_flipper(&ray1, &ray2);
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if (1e+09 <= fVar8) {
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srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
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srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
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srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
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if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09)
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{
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srcRay.Direction.X = RotOrigin.X - ogRay->Origin.X;
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srcRay.Direction.Y = RotOrigin.Y - ogRay->Origin.Y;
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maths::normalize_2d(&srcRay.Direction);
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srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
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srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
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if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09)
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{
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return 1e+09;
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}
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}
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LAB_0101ba1a:
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(this->NextBallPosition).X = ray2.Origin.X;
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(this->NextBallPosition).Y = ray2.Origin.Y;
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(this->NextBallPosition).Z = ray2.Origin.Z;
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pvVar7 = &this->CollisionDirection;
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prVar6 = &ray2.Direction;
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LAB_0101bc82:
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pvVar7->X = prVar6->X;
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pvVar7->Y = prVar6->Y;
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pvVar7->Z = prVar6->Z;
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(this->NextBallPosition).X = (this->NextBallPosition).X - ray1.Direction.X * 1e-05;
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pfVar2 = &(this->NextBallPosition).Y;
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*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05;
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NextBallPosition = dstRay.Origin;
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CollisionDirection = dstRay.Direction;
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NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
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NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
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return 0.0;
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}
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local_8 = (ogRay->Origin).X;
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local_14 = this->Unknown40F * ogRay->MaxDistance;
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local_c = (ogRay->Origin).Y;
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local_10 = ogRay->TimeNow;
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local_18 = this->Unknown40F * (ogRay->Direction).X;
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local_1c = (ogRay->Direction).Y * this->Unknown40F;
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fVar8 = ogRay->TimeDelta + ogRay->TimeNow;
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uVar3 = fVar8 <= local_10;// fp flag shift
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while (uVar3 == 0) {
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set_control_points( local_10);
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auto posX = ogRay->Origin.X;
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auto posY = ogRay->Origin.Y;
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auto posXAdvance = ogRay->Direction.X * CollisionTimeAdvance;
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auto posYAdvance = ogRay->Direction.Y * CollisionTimeAdvance;
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auto rayMaxDistance = ogRay->MaxDistance * CollisionTimeAdvance;
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auto timeNow = ogRay->TimeNow;
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auto stopTime = ogRay->TimeDelta + ogRay->TimeNow;
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while (timeNow < stopTime)
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{
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set_control_points(timeNow);
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build_edges_in_motion();
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iVar4 = is_ball_inside( local_8, local_c);
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if (iVar4 != 0) {
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if ((this->FlipperFlag == 1) && (iVar4 != 5)) {
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plVar6 = &lineA.PerpendicularL;
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ray1.Direction.Y = lineA.PerpendicularL.Y;
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ray1.Direction.X = lineA.PerpendicularL.X;
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auto ballInside = is_ball_inside(posX, posY);
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if (ballInside != 0)
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{
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vector_type* linePtr;
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if (FlipperFlag == 1 && ballInside != 5)
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{
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linePtr = &lineA.PerpendicularL;
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srcRay.Direction.Y = lineA.PerpendicularL.Y;
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srcRay.Direction.X = lineA.PerpendicularL.X;
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}
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else {
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if ((this->FlipperFlag != 2) || (iVar4 == 4)) {
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ray1.Direction.X = (this->RotOrigin).X - local_8;
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this->Unknown15 = 0;
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this->Unknown16 = 1;
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ray1.Direction.Y = (this->RotOrigin).Y - local_c;
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maths::normalize_2d(&ray1.Direction);
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ray1.Origin.X = local_8 - ray1.Direction.X * 5.0f;
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ray1.Origin.Y = local_c - ray1.Direction.Y * 5.0f;
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ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
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fVar8 = maths::distance_to_flipper(&ray1, &ray2);
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if (1e+09 <= fVar8) {
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(this->NextBallPosition).X = local_8;
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(this->CollisionDirection).X = -ray1.Direction.X;
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(this->NextBallPosition).Y = local_c;
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(this->CollisionDirection).Y = -ray1.Direction.Y;
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else
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{
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if (FlipperFlag != 2 || ballInside == 4)
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{
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CollisionFlag1 = 0;
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CollisionFlag2 = 1;
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srcRay.Direction.X = RotOrigin.X - posX;
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srcRay.Direction.Y = RotOrigin.Y - posY;
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maths::normalize_2d(&srcRay.Direction);
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srcRay.Origin.X = posX - srcRay.Direction.X * 5.0f;
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srcRay.Origin.Y = posY - srcRay.Direction.Y * 5.0f;
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srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
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if (maths::distance_to_flipper(&srcRay, &dstRay) >= 1e+09)
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{
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NextBallPosition.X = posX;
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NextBallPosition.Y = posY;
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CollisionDirection.X = -srcRay.Direction.X;
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CollisionDirection.Y = -srcRay.Direction.Y;
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return 0.0;
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}
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goto LAB_0101ba1a;
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NextBallPosition = dstRay.Origin;
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CollisionDirection = dstRay.Direction;
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NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
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NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
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return 0.0;
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}
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plVar6 = &lineB.PerpendicularL;
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ray1.Direction.Y = lineB.PerpendicularL.Y;
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ray1.Direction.X = lineB.PerpendicularL.X;
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linePtr = &lineB.PerpendicularL;
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srcRay.Direction.Y = lineB.PerpendicularL.Y;
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srcRay.Direction.X = lineB.PerpendicularL.X;
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}
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ray1.Direction.X = -ray1.Direction.X;
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ray1.Direction.Y = -ray1.Direction.Y;
|
||||
(this->Unknown17V).X = plVar6->X;
|
||||
(this->Unknown17V).Y = plVar6->Y;
|
||||
(this->Unknown17V).Z = plVar6->Z;
|
||||
this->Unknown16 = 0;
|
||||
this->Unknown15 = 1;
|
||||
ray1.MinDistance = 0.002;
|
||||
ray1.Origin.X = (ogRay->Origin).X - ray1.Direction.X * 5.0f;
|
||||
ray1.Origin.Y = (ogRay->Origin).Y - ray1.Direction.Y * 5.0f;
|
||||
ray1.MaxDistance = ogRay->MaxDistance + 10.0f;
|
||||
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
|
||||
(this->CollisionDirection).X = ray2.Direction.X;
|
||||
(this->CollisionDirection).Y = ray2.Direction.Y;
|
||||
(this->CollisionDirection).Z = ray2.Direction.Z;
|
||||
if (1e+09 <= fVar8) {
|
||||
|
||||
CollisionLinePerp = *linePtr;
|
||||
CollisionFlag2 = 0;
|
||||
CollisionFlag1 = 1;
|
||||
srcRay.Direction.X = -srcRay.Direction.X;
|
||||
srcRay.Direction.Y = -srcRay.Direction.Y;
|
||||
srcRay.MinDistance = 0.002f;
|
||||
srcRay.Origin.X = ogRay->Origin.X - srcRay.Direction.X * 5.0f;
|
||||
srcRay.Origin.Y = ogRay->Origin.Y - srcRay.Direction.Y * 5.0f;
|
||||
srcRay.MaxDistance = ogRay->MaxDistance + 10.0f;
|
||||
auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
|
||||
CollisionDirection = dstRay.Direction;
|
||||
if (distance >= 1e+09)
|
||||
{
|
||||
return 1e+09;
|
||||
}
|
||||
pvVar7 = &this->NextBallPosition;
|
||||
prVar6 = &ray2.Origin;
|
||||
goto LAB_0101bc82;
|
||||
NextBallPosition = dstRay.Origin;
|
||||
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
|
||||
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
|
||||
return 0.0;
|
||||
}
|
||||
ray1.Direction.X = (ogRay->Direction).X;
|
||||
ray1.Direction.Y = (ogRay->Direction).Y;
|
||||
ray1.Direction.Z = (ogRay->Direction).Z;
|
||||
ray1.MinDistance = ogRay->MinDistance;
|
||||
ray1.Origin.X = (ogRay->Origin).X;
|
||||
ray1.Origin.Y = (ogRay->Origin).Y;
|
||||
ray1.Origin.Z = (ogRay->Origin).Z;
|
||||
ray1.MaxDistance = local_14;
|
||||
fVar8 = maths::distance_to_flipper(&ray1, &ray2);
|
||||
if (fVar8 < 1e+09) {
|
||||
pvVar7 = &this->NextBallPosition;
|
||||
pvVar7->X = ray2.Origin.X;
|
||||
(this->NextBallPosition).Y = ray2.Origin.Y;
|
||||
(this->NextBallPosition).Z = ray2.Origin.Z;
|
||||
pvVar7->X = pvVar7->X - ray1.Direction.X * 1e-05f;
|
||||
pfVar2 = &(this->NextBallPosition).Y;
|
||||
*pfVar2 = *pfVar2 - ray1.Direction.Y * 1e-05f;
|
||||
uVar5 = this->AngleMax > 0.0;
|
||||
pvVar7 = &this->Unknown17V;
|
||||
if (this->FlipperFlag == 2) {
|
||||
plVar6 = &lineB.PerpendicularL;
|
||||
this->Unknown15 = (uVar5 == 0);
|
||||
|
||||
srcRay.Direction = ogRay->Direction;
|
||||
srcRay.MinDistance = ogRay->MinDistance;
|
||||
srcRay.Origin = ogRay->Origin;
|
||||
srcRay.MaxDistance = rayMaxDistance;
|
||||
auto distance = maths::distance_to_flipper(&srcRay, &dstRay);
|
||||
if (distance < 1e+09)
|
||||
{
|
||||
NextBallPosition = dstRay.Origin;
|
||||
NextBallPosition.X -= srcRay.Direction.X * 1e-05f;
|
||||
NextBallPosition.Y -= srcRay.Direction.Y * 1e-05f;
|
||||
vector_type* linePtr;
|
||||
if (FlipperFlag == 2)
|
||||
{
|
||||
linePtr = &lineB.PerpendicularL;
|
||||
CollisionFlag1 = AngleMax <= 0.0;
|
||||
}
|
||||
else {
|
||||
this->Unknown15 = uVar5;
|
||||
plVar6 = &lineA.PerpendicularL;
|
||||
else
|
||||
{
|
||||
CollisionFlag1 = AngleMax > 0.0;
|
||||
linePtr = &lineA.PerpendicularL;
|
||||
}
|
||||
goto LAB_0101bab7;
|
||||
CollisionLinePerp = *linePtr;
|
||||
CollisionDirection = dstRay.Direction;
|
||||
return distance;
|
||||
}
|
||||
local_10 = local_10 + this->Unknown40F;
|
||||
local_8 = local_8 + local_18;
|
||||
local_c = local_c + local_1c;
|
||||
fVar8 = ogRay->TimeDelta + ogRay->TimeNow;
|
||||
uVar3 = fVar8 <= local_10;
|
||||
timeNow = timeNow + CollisionTimeAdvance;
|
||||
posX = posX + posXAdvance;
|
||||
posY = posY + posYAdvance;
|
||||
}
|
||||
}
|
||||
else {
|
||||
this->Unknown44 = 0;
|
||||
else
|
||||
{
|
||||
EdgeCollisionFlag = 0;
|
||||
}
|
||||
return 1e+09;
|
||||
}
|
||||
|
||||
void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
|
||||
{
|
||||
Unknown44 = 1;
|
||||
if (!FlipperFlag || !Unknown16 || Unknown15)
|
||||
EdgeCollisionFlag = 1;
|
||||
if (!FlipperFlag || !CollisionFlag2 || CollisionFlag1)
|
||||
{
|
||||
float collMult = 0.0;
|
||||
if (Unknown15)
|
||||
if (CollisionFlag1)
|
||||
{
|
||||
float dx = NextBallPosition.X - RotOrigin.X;
|
||||
float dy = NextBallPosition.Y - RotOrigin.Y;
|
||||
@@ -336,12 +314,12 @@ void TFlipperEdge::EdgeCollision(TBall* ball, float coef)
|
||||
{
|
||||
float v11;
|
||||
float v20 = sqrt(distance / DistanceDivSq) * (fabs(AngleMax) / AngleMult);
|
||||
float dot1 = maths::DotProduct(&Unknown17V, &CollisionDirection);
|
||||
float dot1 = maths::DotProduct(&CollisionLinePerp, &CollisionDirection);
|
||||
if (dot1 >= 0.0)
|
||||
v11 = dot1 * v20;
|
||||
else
|
||||
v11 = 0.0;
|
||||
collMult = v11 * Unknown32F;
|
||||
collMult = v11 * CollisionMult;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -372,9 +350,9 @@ void TFlipperEdge::place_in_grid()
|
||||
{
|
||||
float x0 = RotOrigin.X - CirclebaseRadius;
|
||||
float y0 = RotOrigin.Y - CirclebaseRadius;
|
||||
float x1 = CirclebaseRadius + RotOrigin.X;
|
||||
float x1 = RotOrigin.X + CirclebaseRadius;
|
||||
float y1 = RotOrigin.Y + CirclebaseRadius;
|
||||
|
||||
float v1 = RotOrigin.Y + CirclebaseRadius;
|
||||
float v2 = T1Src.X - CircleT1Radius;
|
||||
if (v2 < x0)
|
||||
x0 = v2;
|
||||
@@ -383,31 +361,30 @@ void TFlipperEdge::place_in_grid()
|
||||
if (v3 < y0)
|
||||
y0 = v3;
|
||||
|
||||
float v4 = CircleT1Radius + T1Src.X;
|
||||
float v4 = T1Src.X + CircleT1Radius;
|
||||
if (v4 > x1)
|
||||
x1 = v4;
|
||||
|
||||
float v5 = T1Src.Y + CircleT1Radius;
|
||||
if (v5 > v1)
|
||||
v1 = v5;
|
||||
if (v5 > y1)
|
||||
y1 = v5;
|
||||
|
||||
float v6 = Unknown36V.X - CircleT1Radius;
|
||||
float v6 = T2Src.X - CircleT1Radius;
|
||||
if (v6 < x0)
|
||||
x0 = v6;
|
||||
|
||||
float v7 = Unknown36V.Y - CircleT1Radius;
|
||||
float v7 = T2Src.Y - CircleT1Radius;
|
||||
if (v7 < y0)
|
||||
y0 = v7;
|
||||
|
||||
float v8 = Unknown36V.X + CircleT1Radius;
|
||||
float v8 = T2Src.X + CircleT1Radius;
|
||||
if (v8 > x1)
|
||||
x1 = v8;
|
||||
|
||||
float v9 = CircleT1Radius + Unknown36V.Y;
|
||||
if (v9 > v1)
|
||||
v1 = v9;
|
||||
float v9 = T2Src.Y + CircleT1Radius;
|
||||
if (v9 > y1)
|
||||
y1 = v9;
|
||||
|
||||
float y1 = v1;
|
||||
TTableLayer::edges_insert_square(y0, x0, y1, x1, this, nullptr);
|
||||
}
|
||||
|
||||
@@ -447,7 +424,7 @@ float TFlipperEdge::flipper_angle(float timeNow)
|
||||
angle = -angle;
|
||||
|
||||
if (angle >= 0.0000001)
|
||||
angle = (timeNow - TimeAngle) / angle;
|
||||
angle = (timeNow - InputTime) / angle;
|
||||
else
|
||||
angle = 1.0;
|
||||
|
||||
@@ -459,7 +436,7 @@ float TFlipperEdge::flipper_angle(float timeNow)
|
||||
|
||||
int TFlipperEdge::is_ball_inside(float x, float y)
|
||||
{
|
||||
vector_type ptTest{};
|
||||
vector_type testPoint{};
|
||||
float dx = RotOrigin.X - x;
|
||||
float dy = RotOrigin.Y - y;
|
||||
if ((A2.X - A1.X) * (y - A1.Y) - (A2.Y - A1.Y) * (x - A1.X) >= 0.0 &&
|
||||
@@ -469,15 +446,16 @@ int TFlipperEdge::is_ball_inside(float x, float y)
|
||||
dy * dy + dx * dx <= CirclebaseRadiusSq ||
|
||||
(T1.Y - y) * (T1.Y - y) + (T1.X - x) * (T1.X - x) < CircleT1RadiusSq)
|
||||
{
|
||||
float flipperLR = AngleMax < 0.0 ? -1 : 1;
|
||||
if (FlipperFlag == 1)
|
||||
ptTest = AngleMax < 0.0 ? B1 : B2;
|
||||
testPoint = AngleMax < 0.0 ? B1 : B2;
|
||||
else if (FlipperFlag == 2)
|
||||
ptTest = AngleMax < 0.0 ? A2 : A1;
|
||||
testPoint = AngleMax < 0.0 ? A2 : A1;
|
||||
else
|
||||
ptTest = T1;
|
||||
testPoint = T1;
|
||||
|
||||
if ((y - ptTest.Y) * (RotOrigin.X - ptTest.X) -
|
||||
(x - ptTest.X) * (RotOrigin.Y - ptTest.Y) >= 0.0f)
|
||||
if (((y - testPoint.Y) * (RotOrigin.X - testPoint.X) -
|
||||
(x - testPoint.X) * (RotOrigin.Y - testPoint.Y)) * flipperLR < 0.0)
|
||||
return 4;
|
||||
return 5;
|
||||
}
|
||||
@@ -489,24 +467,24 @@ void TFlipperEdge::SetMotion(int code, float value)
|
||||
switch (code)
|
||||
{
|
||||
case 1:
|
||||
this->Angle2 = flipper_angle(value);
|
||||
this->Angle1 = this->AngleMax;
|
||||
this->AngleMult = this->BmpCoef1;
|
||||
Angle2 = flipper_angle(value);
|
||||
Angle1 = AngleMax;
|
||||
AngleMult = BmpCoef1;
|
||||
break;
|
||||
case 2:
|
||||
this->Angle2 = flipper_angle(value);
|
||||
this->Angle1 = 0.0;
|
||||
this->AngleMult = this->BmpCoef2;
|
||||
Angle2 = flipper_angle(value);
|
||||
Angle1 = 0.0;
|
||||
AngleMult = BmpCoef2;
|
||||
break;
|
||||
case 1024:
|
||||
this->FlipperFlag = 0;
|
||||
this->Angle1 = 0.0;
|
||||
FlipperFlag = 0;
|
||||
Angle1 = 0.0;
|
||||
return;
|
||||
default: break;
|
||||
}
|
||||
|
||||
if (!this->FlipperFlag)
|
||||
this->TimeAngle = value;
|
||||
this->FlipperFlag = code;
|
||||
this->Unknown46F = this->AngleMult + this->TimeAngle;
|
||||
if (!FlipperFlag)
|
||||
InputTime = value;
|
||||
FlipperFlag = code;
|
||||
AngleStopTime = AngleMult + InputTime;
|
||||
}
|
||||
Reference in new issue
Block a user