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4 Commits
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65b2f6d1a3
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65b2f6d1a3 | ||
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6675586a29 | ||
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4a102c6ace |
@ -47,6 +47,7 @@ float CGlueMgr::m_aspect;
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bool CGlueMgr::m_authenticated;
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const CharacterSelectionDisplay* CGlueMgr::m_characterInfo;
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int32_t CGlueMgr::m_clientKickReason;
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int32_t CGlueMgr::m_contestAccepted = 1; // TODO
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char CGlueMgr::m_currentScreen[64];
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EffectDeath* CGlueMgr::m_deathEffect;
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int32_t CGlueMgr::m_disconnectPending;
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@ -41,6 +41,7 @@ class CGlueMgr {
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static bool m_authenticated;
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static const CharacterSelectionDisplay* m_characterInfo;
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static int32_t m_clientKickReason;
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static int32_t m_contestAccepted;
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static char m_currentScreen[];
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static EffectDeath* m_deathEffect;
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static int32_t m_disconnectPending;
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@ -228,7 +228,14 @@ int32_t Script_ShowContestNotice(lua_State* L) {
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}
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int32_t Script_ContestAccepted(lua_State* L) {
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WHOA_UNIMPLEMENTED(0);
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if (CGlueMgr::m_contestAccepted) {
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lua_pushnumber(L, 1.0);
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}
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else {
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lua_pushnil(L);
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}
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return 1;
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}
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int32_t Script_AcceptContest(lua_State* L) {
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@ -80,6 +80,10 @@ void CGCamera::SetupWorldProjection(const CRect& projRect) {
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this->SetGxProjectionAndView(projRect);
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}
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C3Vector CGCamera::Target() const {
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return this->m_position + this->Forward();
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}
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C3Vector CGCamera::Up() const {
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if (this->m_relativeTo) {
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return this->CSimpleCamera::Up() * this->ParentToWorld();
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@ -27,6 +27,7 @@ class CGCamera : public CSimpleCamera {
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CGCamera();
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C33Matrix ParentToWorld() const;
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void SetupWorldProjection(const CRect& projRect);
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C3Vector Target() const;
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private:
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// Private member variables
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@ -84,6 +84,10 @@ C3Vector CSimpleCamera::Right() const {
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return { this->m_facing.b0, this->m_facing.b1, this->m_facing.b2 };
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}
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const C3Vector& CSimpleCamera::Position() const {
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return this->m_position;
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}
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void CSimpleCamera::SetFacing(const C3Vector& forward) {
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BuildBillboardMatrix(forward, this->m_facing);
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}
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@ -18,6 +18,7 @@ class CSimpleCamera {
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// Public member functions
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CSimpleCamera(float nearZ, float farZ, float fov);
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CM2Scene* GetScene();
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const C3Vector& Position() const;
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void SetFacing(const C3Vector& forward);
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void SetFacing(const C3Vector& forward, const C3Vector& up);
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void SetFacing(float yaw, float pitch, float roll);
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