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Switched out our kinda juryrigged vector types for glm::vec types since we use that as a 3d math library already but never switched out the types
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+8
-8
@@ -20,49 +20,49 @@ const char *Lua_Door::GetDoorName() {
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float Lua_Door::GetX() {
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Lua_Safe_Call_Real();
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return self->GetPosition().m_X;
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return self->GetPosition().x;
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}
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float Lua_Door::GetY() {
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Lua_Safe_Call_Real();
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return self->GetPosition().m_Y;
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return self->GetPosition().y;
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}
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float Lua_Door::GetZ() {
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Lua_Safe_Call_Real();
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return self->GetPosition().m_Z;
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return self->GetPosition().z;
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}
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float Lua_Door::GetHeading() {
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Lua_Safe_Call_Real();
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return self->GetPosition().m_Heading;
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return self->GetPosition().w;
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}
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void Lua_Door::SetX(float x) {
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Lua_Safe_Call_Void();
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auto position = self->GetPosition();
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position.m_X = x;
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position.x = x;
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self->SetPosition(position);
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}
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void Lua_Door::SetY(float y) {
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Lua_Safe_Call_Void();
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auto position = self->GetPosition();
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position.m_Y = y;
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position.y = y;
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self->SetPosition(position);
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}
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void Lua_Door::SetZ(float z) {
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Lua_Safe_Call_Void();
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auto position = self->GetPosition();
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position.m_Z = z;
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position.z = z;
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self->SetPosition(position);
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}
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void Lua_Door::SetHeading(float h) {
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Lua_Safe_Call_Void();
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auto position = self->GetPosition();
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position.m_Heading = h;
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position.w = h;
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self->SetPosition(position);
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}
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