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https://github.com/HarbourMasters/Starship.git
synced 2025-02-02 16:23:57 +03:00
fix zoness tanker containers
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34b971f2f2
commit
38b68da796
@ -4020,9 +4020,9 @@ f32 D_i3_801BF804[8] = { 0.0f, 0.0f, 270.0f, 90.0f, 0.0f, 180.0f, 400.0f, 400.0f
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void Zoness_ZoTanker_Init(ZoTanker* actor) {
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s32 temp_v1;
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s32 var_s3;
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s32 containerIdx;
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s32 i;
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s32 var_s6;
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s32 j;
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Vec3f sp84;
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Vec3f sp78;
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Vec3f sp6C;
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@ -4037,19 +4037,19 @@ void Zoness_ZoTanker_Init(ZoTanker* actor) {
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actor->vel.z = sp6C.z;
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actor->obj.rot.z = 0.0f;
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var_s3 = 1;
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containerIdx = 1;
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if (actor->obj.rot.x >= 100.0f) {
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actor->state = 1;
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actor->iwork[3] = actor->obj.rot.x / 100.0f;
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actor->obj.rot.x = (s32) fabsf(Math_ModF(actor->obj.rot.x, 100.0f));
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}
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for (i = 0, var_s6 = 0; (var_s3 < 3) && (i < ARRAY_COUNT(gActors)); i++) {
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for (i = 0, j = 0; (containerIdx < 3) && (i < ARRAY_COUNT(gActors)); i++) {
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if (gActors[i].obj.status == OBJ_FREE) {
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if (actor->state == 0) {
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Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF744[var_s3], &sp84);
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Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF744[containerIdx], &sp84);
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} else {
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Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF768[var_s3], &sp84);
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Matrix_MultVec3f(gCalcMatrix, &D_i3_801BF768[containerIdx], &sp84);
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}
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Actor_Initialize(&gActors[i]);
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@ -4063,11 +4063,11 @@ void Zoness_ZoTanker_Init(ZoTanker* actor) {
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gActors[i].obj.pos.x = actor->obj.pos.x + sp84.x;
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gActors[i].obj.pos.y = actor->obj.pos.y + sp84.y;
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gActors[i].obj.pos.z = actor->obj.pos.z + sp84.z;
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((s32*) &actor->iwork[7])[var_s3] = (s32) (actor->obj.rot.x * 3.0f) + var_s3;
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((s32*) &actor->iwork[7])[containerIdx] = (s32) (actor->obj.rot.x * 3.0f) + containerIdx;
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gActors[i].obj.rot.y = actor->obj.rot.y;
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gActors[i].iwork[0] = D_i3_801BF78C[((s32*) &actor->iwork[7])[var_s3]];
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gActors[i].iwork[0] = D_i3_801BF78C[((s32*) &actor->iwork[7])[containerIdx]];
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gActors[i].iwork[1] = actor->index;
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gActors[i].iwork[2] = var_s3;
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gActors[i].iwork[2] = containerIdx;
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Object_SetInfo(&gActors[i].info, gActors[i].obj.id);
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if (actor->state != 0) {
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@ -4075,13 +4075,13 @@ void Zoness_ZoTanker_Init(ZoTanker* actor) {
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if (D_i3_801BF804[actor->iwork[3]] >= 361.0f) {
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gActors[i].obj.rot.x = actor->obj.rot.y;
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} else {
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temp_v1 = (actor->iwork[3] * 2) + var_s6;
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temp_v1 = (actor->iwork[3] * 2) + j;
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gActors[i].obj.rot.x = D_i3_801BF804[temp_v1];
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}
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var_s6++;
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j++;
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}
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((s32*) &actor->iwork[0])[var_s3] = i;
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var_s3++;
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((uintptr_t*) &actor->iwork[0])[containerIdx] = i;
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containerIdx++;
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}
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}
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actor->obj.rot.x = 0.0f;
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