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https://github.com/zeldaret/ss
synced 2026-07-05 13:03:35 -04:00
a bit of d_a_insect
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#include "d/a/d_a_insect.h"
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#include "common.h"
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#include "d/a/d_a_player.h"
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#include "egg/math/eggMath.h"
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#include "m/m_vec.h"
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#include "rvl/MTX/mtxvec.h"
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#include "toBeSorted/attention.h"
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void AcOInsectFloats() {
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50.0f;
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1.0f;
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30.0f;
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5000.0f;
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0.1f;
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10.0f;
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500.0f;
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0.0f;
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400.0f;
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-200.0f;
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200.0f;
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20.0f;
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EGG::Math<f32>::epsilon();
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5.0f;
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-5.0f;
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0.99f;
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int x = 0;
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(f32) x;
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}
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void AcOInsectFloats2() {
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-1.0f;
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0.5f;
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2250000.0f;
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}
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bool dAcOInsect_c::checkForLinkScare() {
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if (dAcPy_c::LINK != nullptr) {
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// TODO
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}
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return false;
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}
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bool dAcOInsect_c::isLinkUsingBugNet() {
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if (dAcPy_c::LINK != nullptr && !dAcPy_c::LINK->isUsingBugnet()) {
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return false;
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}
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return true;
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}
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s32 dAcOInsect_c::getLinkSpeedLevel() {
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if (dAcPy_c::LINK != nullptr) {
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f32 speed = fabsf(dAcPy_c::LINK->forwardSpeed);
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if (speed < 0.1f) {
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return 0;
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} else if (speed < 10.0f) {
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return 1;
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} else {
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return 2;
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}
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}
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return 3;
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}
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bool dAcOInsect_c::isLinkNearby(f32 rad) {
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if (dAcPy_c::LINK != nullptr && isWithinPlayerRadius(rad)) {
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return true;
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}
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return false;
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}
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bool dAcOInsect_c::isLinkNearbyZ(f32 dist) {
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if (dAcPy_c::LINK != nullptr && fabsf(dAcPy_c::LINK->position.y - position.y) > dist) {
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return false;
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}
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return true;
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}
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void dAcOInsect_c::someBaseFunction() {
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dAcPy_c *link = dAcPy_c::LINK;
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if (link != nullptr) {
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if (isLinkNearbyZ(500.0f) && isLinkNearby(dAcOInsect_0x8C())) {
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field_0x335 = field_0x334;
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field_0x334 = link->isUsingBugnet1();
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if (link->isUsingBugnet1()) {
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field_0x330++;
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return;
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}
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field_0x330 = 0;
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return;
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} else {
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field_0x334 = 0;
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field_0x335 = 0;
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field_0x330 = 0;
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}
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}
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}
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bool dAcOInsect_c::someBaseFunction0() {
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f32 rad = dAcOInsect_0x80();
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if (isLinkNearbyZ(500.0f) && isLinkNearby(rad)) {
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field_0x338 = 1;
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return true;
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}
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bool b = (field_0x335 != 0 && field_0x334 == 0) || field_0x330 > 3;
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if (b) {
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field_0x338 = 2;
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return true;
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} else {
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field_0x338 = 0;
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return false;
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}
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}
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void dAcOInsect_c::addAttentionTarget() {
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preAttention();
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static InteractionTargetDef tmpTarget = {1, 0, 0, UNK_18, 0x2, 150.0f, 0.0f, 0.0f, -300.0f, 100.0f, 50.0f, 1.0f};
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if (shouldAddAttentionTarget()) {
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AttentionManager *attn = AttentionManager::sInstance;
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if (attn != nullptr) {
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attn->addCatchTarget(*this, 0x1, 400.0f, -200.0f, 200.0f);
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tmpTarget.field_0x14 = getAttentionField();
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attn->addTarget(*this, tmpTarget, 0, nullptr);
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}
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}
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}
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void dAcOInsect_c::preAttention() {
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// It's always the simplest vector functions that cause problems
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poscopy2 = position;
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f32 y = position.y;
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y += 20.0f;
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poscopy2.y = y;
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poscopy3 = poscopy2;
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}
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f32 dAcOInsect_c::dAcOInsect_0x80() {
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switch (getLinkSpeedLevel()) {
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case 1: return dAcOInsect_0x84();
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case 2: return dAcOInsect_0x88();
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default: return dAcOInsect_0x84();
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}
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}
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bool dAcOInsect_c::isLinkCloseAndFlag() {
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dAcPy_c *link = dAcPy_c::LINK;
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if (link != nullptr && link->checkFlags0x350(0x2000)) {
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f32 d = dAcOInsect_0x94();
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return getSquareDistanceTo(link->position) < d;
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}
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return false;
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}
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bool dAcOInsect_c::resetScale() {
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mScale.set(1.0f, 1.0f, 1.0f);
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return true;
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}
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bool dAcOInsect_c::fn_8018FAA0() {
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if (field_0x3FC.get() != 0 && field_0x40D == 0) {
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return true;
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}
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return false;
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}
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// Looks like it decides on a direction and angle based on a target point?
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bool dAcOInsect_c::fn_80190180(mAng &outAng) {
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// Stack and reg problems
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mVec3_c vecs[4];
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vecs[0].set(1.0f, 0.0f, 1.0f);
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vecs[1].set(1.0f, 0.0f, -1.0f);
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vecs[2].set(-1.0f, 0.0f, -1.0f);
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vecs[3].set(-1.0f, 0.0f, 1.0f);
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int i3 = -1;
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s16 angs[4];
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angs[0] = 0x2000;
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angs[1] = 0x6000;
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angs[2] = 0xA000;
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angs[3] = 0xE000;
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if (field_0x3BF != 0) {
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f32 len = fabsf(field_0x33C.y + field_0x35C * 0.5f - position.y);
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for (int i = 0; i < 4; i++) {
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mVec3_c tmp = vecs[i] * 20.0f;
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// ???
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mVec3_c tmp2 = tmp;
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PSMTXMultVec(field_0x3C0, tmp2, tmp2);
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f32 len2 = fabsf(field_0x33C.y + field_0x35C * 0.5f - tmp2.y);
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if (len > len2) {
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len = len2;
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i3 = i;
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}
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}
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} else if (field_0x3BE != 0) {
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mVec3_c dir = field_0x33C - position;
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f32 len = dir.x * dir.x + dir.z * dir.z;
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for (int i = 0; i < 4; i++) {
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mVec3_c tmp = vecs[i] * 20.0f;
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// ???
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mVec3_c tmp2 = tmp;
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PSMTXMultVec(field_0x3C0, tmp2, tmp2);
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mVec3_c dir2 = field_0x33C - tmp2;
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f32 len2 = dir2.x * dir2.x + dir2.z * dir2.z;
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if (len > len2) {
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len = len2;
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i3 = i;
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}
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}
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}
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if (i3 >= 0) {
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outAng = angs[i3];
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field_0x45C = vecs[i3];
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return true;
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}
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return false;
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}
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