TTableLayer v1.
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@@ -1,2 +1,103 @@
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#include "pch.h"
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#include "TTableLayer.h"
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#include "loader.h"
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#include "proj.h"
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#include "TLine.h"
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#include "TPinballTable.h"
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TEdgeManager* TTableLayer::edge_manager;
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TTableLayer::TTableLayer(TPinballTable* table): TCollisionComponent(table, -1, false)
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{
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visualStruct visual{};
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rectangle_type rect{};
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auto groupIndex = loader::query_handle("table");
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loader::query_visual(groupIndex, 0, &visual);
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auto projCenter = loader::query_float_attribute(groupIndex, 0, 700);
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proj::recenter(projCenter[0], projCenter[1]);
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render::set_background_zmap(visual.ZMap, 0, 0);
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auto bmp = visual.Bitmap;
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VisBmp = visual.Bitmap;
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rect.XPosition = 0;
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rect.YPosition = 0;
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rect.Width = bmp->Width;
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rect.Height = bmp->Height;
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render::create_sprite(VisualType::None, bmp, visual.ZMap, 0, 0, &rect);
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PinballTable->SoundIndex1 = visual.SoundIndex4;
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PinballTable->SoundIndex2 = visual.SoundIndex3;
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PinballTable->SoundIndex3 = visual.Kicker.SoundIndex;
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auto tableAngleArr = loader::query_float_attribute(groupIndex, 0, 305);
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if (tableAngleArr)
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{
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PinballTable->TableAngleMult = tableAngleArr[0];
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PinballTable->TableAngle1 = tableAngleArr[1];
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PinballTable->TableAngle2 = tableAngleArr[2];
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}
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else
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{
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PinballTable->TableAngleMult = 25.0f;
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PinballTable->TableAngle1 = 0.5f;
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PinballTable->TableAngle2 = 1.570796f;
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}
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auto table3 = PinballTable;
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Angle1 = cos(table3->TableAngle2) * sin(table3->TableAngle1) * table3->TableAngleMult;
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Angle2 = sin(table3->TableAngle2) * sin(table3->TableAngle1) * table3->TableAngleMult;
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auto angleMultArr = loader::query_float_attribute(groupIndex, 0, 701);
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if (angleMultArr)
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AngleMult = *angleMultArr;
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else
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AngleMult = 0.2f;
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table->XOffset = bmp->XPosition;
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table->YOffset = bmp->YPosition;
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table->Width = bmp->Width;
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table->Height = bmp->Height;
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UnknownC7F = visual.Kicker.Unknown1F;
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UnknownC6F = 15.0f;
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auto visArrPtr = visual.FloatArr;
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Unknown1F = min(visArrPtr[0], min(visArrPtr[2], visArrPtr[4]));
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Unknown2F = min(visArrPtr[1], min(visArrPtr[3], visArrPtr[5]));
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Unknown3F = max(visArrPtr[0], max(visArrPtr[2], visArrPtr[4]));
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Unknown4F = max(visArrPtr[1], max(visArrPtr[3], visArrPtr[5]));
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auto a2 = Unknown4F - Unknown2F;
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auto a1 = Unknown3F - Unknown1F;
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edge_manager = new TEdgeManager(Unknown1F, Unknown2F, a1, a2);
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for (auto visFloatArrCount = visual.FloatArrCount; visFloatArrCount > 0; visFloatArrCount--)
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{
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auto line = new TLine(this,
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&UnknownBaseFlag2,
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visual.Flag,
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visArrPtr[2],
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visArrPtr[3],
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visArrPtr[0],
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visArrPtr[1]);
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if (line)
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{
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line->place_in_grid();
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EdgeList->Add(line);
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}
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visArrPtr += 2;
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}
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Field.Unknown1 = -1;
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Field.Flag2Ptr = &UnknownBaseFlag2;
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Field.CollisionComp = this;
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TEdgeManager::edges_insert_square(Unknown2F, Unknown1F, Unknown4F, Unknown3F, nullptr,
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&Field);
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}
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TTableLayer::~TTableLayer()
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{
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if (edge_manager)
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delete edge_manager;
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}
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