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cAudioManager::TranslateEntity cleanup
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c3c6c51003
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@ -9109,18 +9109,9 @@ cAudioManager::Terminate()
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}
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}
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void
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void
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cAudioManager::TranslateEntity(CVector *v1, CVector *v2) const
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cAudioManager::TranslateEntity(CVector *in, CVector *out) const
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{
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{
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const RwMatrix &cM = TheCamera.GetMatrix().m_matrix;
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*out = MultiplyInverse(TheCamera.GetMatrix(), *in);
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const CVector &cV = TheCamera.GetPosition();
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float a = v1->z - cV.z;
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float b = v1->y - cV.y;
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float c = v1->x - cV.x;
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v2->x = cM.right.y * b + cM.right.x * c + cM.right.z * a;
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v2->y = cM.up.y * b + cM.up.x * c + cM.up.z * a;
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v2->z = cM.at.y * b + cM.at.x * c + cM.at.z * a;
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}
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}
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void
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void
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@ -249,7 +249,15 @@ public:
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CMatrix &Invert(const CMatrix &src, CMatrix &dst);
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CMatrix &Invert(const CMatrix &src, CMatrix &dst);
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CVector operator*(const CMatrix &mat, const CVector &vec);
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CVector operator*(const CMatrix &mat, const CVector &vec);
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CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
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CMatrix operator*(const CMatrix &m1, const CMatrix &m2);
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CVector MultiplyInverse(const CMatrix &mat, const CVector &vec);
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inline CVector MultiplyInverse(const CMatrix &mat, const CVector &vec)
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{
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CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
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return CVector(
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mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
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mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
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mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
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}
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const CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
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const CVector Multiply3x3(const CMatrix &mat, const CVector &vec);
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const CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
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const CVector Multiply3x3(const CVector &vec, const CMatrix &mat);
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@ -126,16 +126,6 @@ operator*(const CMatrix &m1, const CMatrix &m2)
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return out;
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return out;
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}
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}
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CVector
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MultiplyInverse(const CMatrix &mat, const CVector &vec)
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{
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CVector v(vec.x - mat.m_matrix.pos.x, vec.y - mat.m_matrix.pos.y, vec.z - mat.m_matrix.pos.z);
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return CVector(
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mat.m_matrix.right.x * v.x + mat.m_matrix.right.y * v.y + mat.m_matrix.right.z * v.z,
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mat.m_matrix.up.x * v.x + mat.m_matrix.up.y * v.y + mat.m_matrix.up.z * v.z,
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mat.m_matrix.at.x * v.x + mat.m_matrix.at.y * v.y + mat.m_matrix.at.z * v.z);
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}
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const CVector
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const CVector
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Multiply3x3(const CMatrix &mat, const CVector &vec)
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Multiply3x3(const CMatrix &mat, const CVector &vec)
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{
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{
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