Cleaning up maths: part 3.
Demangled methods, vectors args by ref, added comments, more accurate ray_intersect_line.
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@@ -21,7 +21,7 @@ TOneway::TOneway(TPinballTable* table, int groupIndex) : TCollisionComponent(tab
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linePt1.X = visual.FloatArr[2];
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linePt1.Y = visual.FloatArr[3];
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auto line = new TLine(this, &ActiveFlag, visual.CollisionGroup, &linePt2, &linePt1);
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auto line = new TLine(this, &ActiveFlag, visual.CollisionGroup, linePt2, linePt1);
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if (line)
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{
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line->Offset(table->CollisionCompOffset);
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@@ -29,7 +29,7 @@ TOneway::TOneway(TPinballTable* table, int groupIndex) : TCollisionComponent(tab
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EdgeList.push_back(line);
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}
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line = new TLine(this, &ActiveFlag, visual.CollisionGroup, &linePt1, &linePt2);
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line = new TLine(this, &ActiveFlag, visual.CollisionGroup, linePt1, linePt2);
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Line = line;
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if (line)
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{
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