mirror of
https://github.com/open-goal/jak-project.git
synced 2024-10-21 07:37:45 -04:00
58a5440c8a
Makes a bunch of missions mostly playable, including: - `arena-training-1` - `arena-fight-1` - `wascity-chase` - `arena-fight-2` - `arena-fight-3` - `volcano-darkeco` - `desert-hover` - `nest-eggs` - `temple-climb` - `temple-oracle` - `temple-tests` - `desert-beast-battle` - `desert-turtle-training` - `desert-course-race` - `desert-artifact-race1` - `wascity-leaper-race` - `wascity-pre-game` - `sewer-met-hum` - `forest-kill-plants` - `forest-ring-chase` - `temple-defend` - `tower-destroy` - `desert-glide` --- Files: - `ripple` - `waswide-mood` - `sig-rider` - `nst-tasks` - `nst-part` - `nst-gas` - `nst-eggs-h` - `nst-obs` - `nst-mood` - `egg-spider` - `wasdoors-init` - `wasall-tasks` - `wvehicle-race` - `wcar-marauder` - `wcar-marauder-b` - `turret-control` - `was-squad-control` - `turtle-training` - `kleever-rider` - `course-race` - `artifact-race` - `desert-hover` - `desbeast-path-h` - `des-beast` - `desertg-obs` - `desertf-obs` - `desertd-obs` - `desert-dust-storm` - `des-cactus` - `race-hud` - `race-info` - `race-manager` - `tizard` - `flyingsaw` - `hover-training` - `temple-mood` - `temple-obs` - `temple-obs2` - `temple-part` - `temple-scenes` - `templex-mood` - `templex-obs` - `templex-part` - `tomb-baby-spider` - `target-turret-shot` - `target-turret` - `beast-battle-path` - `des-beast-2` - `mh-flyer` - `scorpion-gun` - `hover-enemy-h` - `hover-enemy` - `hover-formation-h` - `hover-formation` - `hover-nav-control-h` - `hover-nav-control` - `flamer-hover` - `hover-nav-templea` - `robo-hover` - `hover-nav-sewb` - `hover-nav-sewg` - `hover-nav-sewj` - `hover-nav-sewl` - `hover-nav-sewo` - `hover-nav-towera` - `tower-mood` - `tower-obs` - `tower-scenes` - `tower-part` - `eco-green-collider` - `forest-bridges` - `forest-kill-plants` - `forest-mood` - `forest-ring-chase` - `forest-tasks` - `forest-part` - `foresta-obs` - `hover-nav-foresta` - `mh-plant` - `dp-bipedal-part` - `dp-bipedal-shot` - `dp-bipedal` - `neo-spawner` - `for-turret` - `for-turret-shot` - `neo-wasp` - `neo-wasp-part` - `volcanox-scenes` - `volcanox-mood` - `volcano-scenes` - `volcano-mood` - `volcano-obs` - `volcano-obs2` - `chain-physics` - `rigid-body-plat` - `volcano-part` - `flamer-lava` - `flitter` - `spiky-frog` - `flut-wild` - `target-indax` - `target-indax-hang` - `mantis` - `volcanox-obs` - `spyder` - `wcar-faccar` - `mhcity-obs2` - `mhcity-part` - `mhcity-obs` - `dm-mine-spider` - `rapid-gunner` - `stadium-mood` - `stadium-scenes` - `stadiuma-mood` - `stadiuma-part` - `kanga-lizard` - `marauder` - `arena-scenes` - `wasstada-mood` - `wasstada-obs` - `wasstada-part` - `wasstadb-obs` - `wasstadc-obs` - `dm-flyer` - `maker-part` - `maker-projectile` - `skeet-part` - `wascity-turret` - `wasgun-h` - `wasgun-hud` - `wasgun-manager` - `nav-graph-h` - `traffic-engine-h` - `waswide-init` - `cty-borrow-manager-h` - `cty-borrow-manager` - `desert-part` - `height-map-h` - `height-map` - `traffic-height-map` - `vehicle-control` - `hvehicle-h` - `hvehicle` - `hvehicle-effects` - `hvehicle-physics` - `hvehicle-util` - `glider-h` - `glider-hud` - `glider-manager` - `glider-ring` - `glider-ring-part` - `h-glider` - `hanga-init` - `was-pre-game` - `was-leaper-race` - `flut-racer` - `desert-scenes` - `desert-lizard-h` - `desert-lizard-task` - `desert-lizard` - `throne-scenes` - `waspal-mood` - `waspala-obs` - `waspala-part` - `deswalk-obs` - `deswalk-part` - `terraformer-drone` - `terraformer-head` - `terraformer-part` - `terraformer-setup`
443 lines
17 KiB
Common Lisp
443 lines
17 KiB
Common Lisp
;;-*-Lisp-*-
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(in-package goal)
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;; name: wvehicle-wheel.gc
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;; name in dgo: wvehicle-wheel
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;; dgos: LPATK, LFACCAR, WASALL
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;; DECOMP BEGINS
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(deftype vehicle-wheel-init-params (structure)
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((skel skeleton-group)
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(skel-blur skeleton-group)
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(level symbol)
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(radius float)
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(collision-mesh-index int8)
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(position vector :inline)
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(rotation quaternion :inline)
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(scale vector :inline)
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)
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)
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(define *vehicle-wheel-constants* (new 'static 'rigid-body-object-constants
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:info (new 'static 'rigid-body-info
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:mass 1.0
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:inv-mass 1.0
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:linear-damping 0.995
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:angular-damping 0.995
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:bounce-factor 0.5
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:friction-factor 0.5
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:bounce-mult-factor 1.22
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:cm-offset-joint (new 'static 'vector :w 1.0)
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:inertial-tensor-box (new 'static 'array meters 3 (meters 2) (meters 3) (meters 3))
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)
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:extra (new 'static 'rigid-body-object-extra-info
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:max-time-step 0.033333335
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:gravity (meters 50)
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:idle-distance (meters 50)
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:attack-force-scale 1.0
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)
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:name '*vehicle-wheel-constants*
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)
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)
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(deftype vehicle-wheel (rigid-body-object)
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((collision-enable? symbol)
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(normal-look lod-set :inline)
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(blur-look lod-set :inline)
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)
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(:state-methods
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explode
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fade-out
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die
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)
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(:methods
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(init-collision! (_type_ vehicle-wheel-init-params) none :replace)
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)
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)
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(defmethod init-collision! ((this vehicle-wheel) (arg0 vehicle-wheel-init-params))
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(cond
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((< (-> arg0 collision-mesh-index) 0)
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(let ((s4-0 (new 'process 'collide-shape-moving this (collide-list-enum usually-hit-by-player))))
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(set! (-> s4-0 dynam) (copy *standard-dynamics* 'process))
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(set! (-> s4-0 reaction) cshape-reaction-default)
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(set! (-> s4-0 no-reaction)
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(the-as (function collide-shape-moving collide-query vector vector object) nothing)
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)
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(set! (-> s4-0 penetrate-using) (penetrate vehicle))
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(let ((v1-8 (new 'process 'collide-shape-prim-sphere s4-0 (the-as uint 0))))
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(set! (-> v1-8 prim-core action) (collide-action solid))
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(set! (-> v1-8 transform-index) 0)
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(set-vector! (-> v1-8 local-sphere) 0.0 0.0 0.0 (-> arg0 radius))
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(set! (-> s4-0 total-prims) (the-as uint 1))
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(set! (-> s4-0 root-prim) v1-8)
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)
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(set! (-> s4-0 nav-radius) (* 0.75 (-> s4-0 root-prim local-sphere w)))
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(let ((v1-11 (-> s4-0 root-prim)))
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(set! (-> s4-0 backup-collide-as) (-> v1-11 prim-core collide-as))
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(set! (-> s4-0 backup-collide-with) (-> v1-11 prim-core collide-with))
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)
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(set! (-> this root) s4-0)
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)
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)
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(else
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(let ((s4-1 (new 'process 'collide-shape-moving this (collide-list-enum usually-hit-by-player))))
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(set! (-> s4-1 dynam) (copy *standard-dynamics* 'process))
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(set! (-> s4-1 reaction) cshape-reaction-default)
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(set! (-> s4-1 no-reaction)
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(the-as (function collide-shape-moving collide-query vector vector object) nothing)
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)
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(set! (-> s4-1 penetrate-using) (penetrate vehicle))
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(let ((s3-0 (new 'process 'collide-shape-prim-group s4-1 (the-as uint 2) 0)))
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(set! (-> s4-1 total-prims) (the-as uint 3))
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(set! (-> s3-0 prim-core action) (collide-action solid))
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(set-vector! (-> s3-0 local-sphere) 0.0 0.0 0.0 (-> arg0 radius))
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(set! (-> s4-1 root-prim) s3-0)
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)
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(let ((v1-24 (new 'process 'collide-shape-prim-sphere s4-1 (the-as uint 0))))
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(set! (-> v1-24 prim-core action) (collide-action solid))
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(set! (-> v1-24 transform-index) 0)
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(set-vector! (-> v1-24 local-sphere) 0.0 0.0 0.0 (-> arg0 radius))
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)
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(let ((v1-26
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(new 'process 'collide-shape-prim-mesh s4-1 (the-as uint (-> arg0 collision-mesh-index)) (the-as uint 0))
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)
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)
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(set! (-> v1-26 prim-core action) (collide-action solid rideable))
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(set! (-> v1-26 transform-index) 3)
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(set-vector! (-> v1-26 local-sphere) 0.0 0.0 0.0 (-> arg0 radius))
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)
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(set! (-> s4-1 nav-radius) (* 0.75 (-> s4-1 root-prim local-sphere w)))
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(let ((v1-29 (-> s4-1 root-prim)))
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(set! (-> s4-1 backup-collide-as) (-> v1-29 prim-core collide-as))
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(set! (-> s4-1 backup-collide-with) (-> v1-29 prim-core collide-with))
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)
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(set! (-> this root) s4-1)
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)
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)
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)
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(iterate-prims
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(-> this root)
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(lambda ((arg0 collide-shape-prim))
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(let ((v1-0 (-> arg0 prim-core prim-type)))
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(cond
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((= v1-0 -1)
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(set! (-> arg0 prim-core collide-with) (collide-spec
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backgnd
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bot
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crate
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civilian
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enemy
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obstacle
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vehicle-sphere
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hit-by-player-list
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hit-by-others-list
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collectable
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pusher
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shield
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vehicle-sphere-no-probe
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)
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)
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(set! (-> arg0 prim-core collide-as) (collide-spec vehicle-sphere-no-probe))
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)
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((= v1-0 1)
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(set! (-> arg0 prim-core collide-with) (collide-spec jak player-list))
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(set! (-> arg0 prim-core collide-as) (collide-spec vehicle-mesh-no-block-use))
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)
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((zero? v1-0)
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(set! (-> arg0 prim-core collide-with) (collide-spec
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backgnd
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jak
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bot
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crate
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civilian
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enemy
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obstacle
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vehicle-sphere
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hit-by-player-list
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hit-by-others-list
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player-list
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collectable
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pusher
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shield
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vehicle-sphere-no-probe
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)
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)
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(set! (-> arg0 prim-core collide-as) (collide-spec vehicle-mesh-no-block-use vehicle-sphere-no-probe))
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)
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)
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)
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(none)
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)
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)
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0
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(none)
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)
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(defmethod init-rbody-control! ((this vehicle-wheel))
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(alloc-rbody-control! this *vehicle-wheel-constants*)
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(logior! (-> this rbody flags) (rigid-body-flag enable-collision))
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(set! (-> this root max-iteration-count) (the-as uint 3))
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(set! (-> this max-time-step) 0.033333335)
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(set! (-> this draw shadow-ctrl)
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(new 'process 'shadow-control -43008.0 -2048.0 69632.0 (the-as vector #f) (shadow-flags) 245760.0)
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)
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(set! (-> this focus-status)
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(the-as focus-status (logior (focus-status gun-no-target) (-> this focus-status)))
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)
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0
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(none)
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)
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(defmethod rigid-body-object-method-30 ((this vehicle-wheel))
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(ja-post)
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(if (logtest? (-> this rbody flags) (rigid-body-flag enable-collision))
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(update-transforms (-> this root))
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)
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0
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(none)
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)
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(defmethod rbody-post ((this vehicle-wheel))
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(let ((v1-0 (new 'stack-no-clear 'rigid-body-move-work)))
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(set! (-> v1-0 cquery start-pos quad) (-> this rbody position quad))
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(vector-float*! (-> v1-0 cquery move-dist) (-> this rbody lin-velocity) (seconds-per-frame))
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(let ((a0-4 (-> v1-0 cquery)))
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(set! (-> a0-4 radius) (+ 4096.0 (-> this root root-prim local-sphere w)))
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(set! (-> a0-4 collide-with) (collide-spec
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backgnd
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jak
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bot
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crate
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civilian
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enemy
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obstacle
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vehicle-sphere
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hit-by-player-list
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hit-by-others-list
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player-list
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collectable
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blocking-plane
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pusher
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vehicle-mesh-probeable
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shield
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vehicle-sphere-no-probe
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)
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)
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(set! (-> a0-4 ignore-process0) this)
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(set! (-> a0-4 ignore-process1) #f)
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(set! (-> a0-4 ignore-pat) (new 'static 'pat-surface :noentity #x1 :nopilot #x1 :probe #x1))
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(set! (-> a0-4 action-mask) (collide-action solid))
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)
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(fill-using-line-sphere *collide-cache* (-> v1-0 cquery))
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)
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(if *display-collide-cache*
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(debug-draw *collide-cache*)
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)
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(rigid-body-object-method-32 this)
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(rigid-body-object-method-38 this)
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(update-rbody-transform! (-> this rbody) (-> this root))
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(rigid-body-object-method-30 this)
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0
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(none)
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)
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(defstate idle (vehicle-wheel)
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:virtual #t
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:event (behavior ((proc process) (argc int) (message symbol) (block event-message-block))
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(local-vars (v0-2 object))
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(case message
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(('explode)
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(lods-assign! (-> self draw) (-> self normal-look))
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(let ((a0-4 (-> self draw color-mult)))
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(vector-float*! (the-as vector a0-4) (the-as vector a0-4) 0.25)
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)
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(set! (-> self rbody position quad) (-> self root trans quad))
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(quaternion-copy! (the-as quaternion (-> self rbody rot)) (-> self root quat))
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(let ((v1-10 (-> block param 0)))
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(when v1-10
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(vector-float*! (-> self rbody lin-momentum) (the-as vector v1-10) (-> self info info mass))
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(go-virtual explode)
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)
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)
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)
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(('enable-collision)
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(set! v0-2 (logior (-> self rbody flags) (rigid-body-flag enable-collision)))
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(set! (-> self rbody flags) (the-as rigid-body-flag v0-2))
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v0-2
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)
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(('disable-collision)
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(set! v0-2 (logclear (-> self rbody flags) (rigid-body-flag enable-collision)))
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(set! (-> self rbody flags) (the-as rigid-body-flag v0-2))
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v0-2
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)
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(('hide)
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(set! v0-2 (logior (-> self draw status) (draw-control-status no-draw)))
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(set! (-> self draw status) (the-as draw-control-status v0-2))
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v0-2
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)
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(('unhide)
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(set! v0-2 (logclear (-> self draw status) (draw-control-status no-draw)))
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(set! (-> self draw status) (the-as draw-control-status v0-2))
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v0-2
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)
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)
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)
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:enter (behavior ()
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(iterate-prims
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(-> self root)
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(lambda ((arg0 collide-shape-prim))
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(let ((v1-0 (-> arg0 prim-core prim-type)))
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(cond
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((= v1-0 -1)
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(set! (-> arg0 prim-core collide-with) (collide-spec))
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(set! (-> arg0 prim-core collide-as) (collide-spec))
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0
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)
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((or (= v1-0 1) (zero? v1-0))
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(set! (-> arg0 prim-core collide-with) (collide-spec jak player-list))
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(set! (-> arg0 prim-core collide-as) (collide-spec vehicle-mesh-no-block-use))
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)
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)
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)
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(none)
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)
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)
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)
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:trans #f
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:post (behavior ()
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(rigid-body-object-method-30 self)
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)
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)
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(defstate explode (vehicle-wheel)
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:virtual #t
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:event (behavior ((proc process) (argc int) (message symbol) (block event-message-block))
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(case message
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(('impact-impulse)
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(logior! (-> self root penetrated-by) (penetrate vehicle))
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#t
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)
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)
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)
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:enter (behavior ()
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(set-time! (-> self state-time))
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(logior! (-> self rbody flags) (rigid-body-flag enable-physics))
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(iterate-prims
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(-> self root)
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(lambda ((arg0 collide-shape-prim))
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(let ((v1-0 (-> arg0 prim-core prim-type)))
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(cond
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((or (= v1-0 -1) (zero? v1-0))
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(set! (-> arg0 prim-core collide-with) (collide-spec
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backgnd
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bot
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crate
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civilian
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enemy
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obstacle
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vehicle-sphere
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hit-by-player-list
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hit-by-others-list
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collectable
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pusher
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shield
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vehicle-sphere-no-probe
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)
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)
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(set! (-> arg0 prim-core collide-as) (collide-spec vehicle-sphere-no-probe))
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)
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((= v1-0 1)
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(set! (-> arg0 prim-core collide-with) (collide-spec))
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(set! (-> arg0 prim-core collide-as) (collide-spec))
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0
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)
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)
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)
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(none)
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)
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)
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)
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:trans #f
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:code sleep-code
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:post (behavior ()
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(rbody-post self)
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(if (time-elapsed? (-> self state-time) (seconds 4))
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(go-virtual fade-out)
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)
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)
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)
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(defstate fade-out (vehicle-wheel)
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:virtual #t
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:enter (behavior ()
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(set-time! (-> self state-time))
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(logior! (-> self draw status) (draw-control-status force-fade))
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)
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:code sleep-code
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|
:post (behavior ()
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|
(set! (-> self draw force-fade)
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|
(the-as
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|
uint
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|
(the int (fmax 0.0 (- 128.0 (* 0.42666668 (the float (- (current-time) (-> self state-time)))))))
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|
)
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|
)
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|
(if (< (-> self draw force-fade) (the-as uint 2))
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|
(go-virtual die)
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|
)
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|
(rbody-post self)
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|
)
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|
)
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|
|
|
(defstate die (vehicle-wheel)
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|
:virtual #t
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|
:code (behavior ()
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|
(cleanup-for-death self)
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|
)
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|
)
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|
|
|
(defbehavior vehicle-wheel-init-by-other vehicle-wheel ((arg0 vehicle-wheel-init-params))
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|
(logior! (-> self mask) (process-mask vehicle))
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|
(init-collision! self arg0)
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|
(set! (-> self root trans quad) (-> arg0 position quad))
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|
(quaternion-copy! (-> self root quat) (-> arg0 rotation))
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|
(set! (-> self root scale quad) (-> arg0 scale quad))
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|
(set! (-> self level) (the-as level (-> arg0 level)))
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|
(initialize-skeleton self (-> arg0 skel) (the-as pair 0))
|
|
(setup-lods! (-> self normal-look) (-> arg0 skel) (-> self draw art-group) (-> self entity))
|
|
(setup-lods! (-> self blur-look) (-> arg0 skel-blur) (-> self draw art-group) (-> self entity))
|
|
(set! (-> self normal-look lod 0 dist) 819200.0)
|
|
(set! (-> self blur-look lod 0 dist) 819200.0)
|
|
(set! (-> self draw lod-set lod 0 dist) 819200.0)
|
|
(let ((f0-6 (fmax (fmax (fabs (-> arg0 scale x)) (fabs (-> arg0 scale y))) (fabs (-> arg0 scale z)))))
|
|
(set! (-> self draw bounds w) (* (-> arg0 skel bounds w) f0-6))
|
|
(set! (-> self draw longest-edge) (* (-> arg0 skel longest-edge) f0-6))
|
|
)
|
|
(init-rbody-control! self)
|
|
(go-virtual idle)
|
|
)
|
|
|
|
;; WARN: Return type mismatch process vs vehicle-wheel.
|
|
(defun vehicle-wheel-spawn ((arg0 process) (arg1 vehicle-wheel-init-params))
|
|
(let ((gp-0 (the-as process #f)))
|
|
(let* ((s3-0 (get-process *default-dead-pool* vehicle-wheel #x4000 1))
|
|
(v1-1 (when s3-0
|
|
(let ((t9-1 (method-of-type process activate)))
|
|
(t9-1 s3-0 arg0 "vehicle-wheel" (the-as pointer #x70004000))
|
|
)
|
|
(run-now-in-process s3-0 vehicle-wheel-init-by-other arg1)
|
|
(-> s3-0 ppointer)
|
|
)
|
|
)
|
|
)
|
|
(if v1-1
|
|
(set! gp-0 (-> v1-1 0))
|
|
)
|
|
)
|
|
(the-as vehicle-wheel gp-0)
|
|
)
|
|
)
|