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Fix for polluted headers that were messing with glm
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17af9e3808
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@ -45,47 +45,6 @@
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return; \
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return; \
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}
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}
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// Definitions for WELLRNG
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//
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#define W 32
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#define R 624
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#define DISCARD 31
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#define MASKU (0xffffffffU>>(W-DISCARD))
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#define MASKL (~MASKU)
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#define M1 70
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#define M2 179
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#define M3 449
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#define MAT0POS(t,v) (v^(v>>t))
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#define MAT0NEG(t,v) (v^(v<<(-(t))))
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#define MAT1(v) v
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#define MAT3POS(t,v) (v>>t)
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#define V0 STATE[state_i]
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#define VM1Over STATE[state_i+M1-R]
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#define VM1 STATE[state_i+M1]
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#define VM2Over STATE[state_i+M2-R]
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#define VM2 STATE[state_i+M2]
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#define VM3Over STATE[state_i+M3-R]
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#define VM3 STATE[state_i+M3]
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#define VRm1 STATE[state_i-1]
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#define VRm1Under STATE[state_i+R-1]
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#define VRm2 STATE[state_i-2]
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#define VRm2Under STATE[state_i+R-2]
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#define newV0 STATE[state_i-1]
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#define newV0Under STATE[state_i-1+R]
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#define newV1 STATE[state_i]
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#define newVRm1 STATE[state_i-2]
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#define newVRm1Under STATE[state_i-2+R]
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#define newVM2Over STATE[state_i+M2-R+1]
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#define newVM2 STATE[state_i+M2+1]
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#define BITMASK 0x41180000
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int32 filesize(FILE* fp);
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int32 filesize(FILE* fp);
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uint32 ResolveIP(const char* hostname, char* errbuf = 0);
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uint32 ResolveIP(const char* hostname, char* errbuf = 0);
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bool ParseAddress(const char* iAddress, uint32* oIP, uint16* oPort, char* errbuf = 0);
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bool ParseAddress(const char* iAddress, uint32* oIP, uint16* oPort, char* errbuf = 0);
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@ -4792,7 +4792,7 @@ void Client::SummonAndRezzAllCorpses()
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void Client::SummonAllCorpses(const glm::vec4& position)
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void Client::SummonAllCorpses(const glm::vec4& position)
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{
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{
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auto summonLocation = position;
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auto summonLocation = position;
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if(IsOrigin(position) && position.w == 0.0f)
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if(IsOrigin(position) == 0 && position.w == 0.0f)
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summonLocation = GetPosition();
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summonLocation = GetPosition();
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ServerPacket *Pack = new ServerPacket(ServerOP_DepopAllPlayersCorpses, sizeof(ServerDepopAllPlayersCorpses_Struct));
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ServerPacket *Pack = new ServerPacket(ServerOP_DepopAllPlayersCorpses, sizeof(ServerDepopAllPlayersCorpses_Struct));
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@ -18,15 +18,15 @@ std::string to_string(const glm::vec2 &position){
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}
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}
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bool IsOrigin(const glm::vec2 &position) {
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bool IsOrigin(const glm::vec2 &position) {
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return position.x == 0.0f && position.y == 0.0f;
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return glm::dot(position, position) == 0;
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}
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}
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bool IsOrigin(const glm::vec3 &position) {
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bool IsOrigin(const glm::vec3 &position) {
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return position.x == 0.0f && position.y == 0.0f && position.z == 0.0f;
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return glm::dot(position, position) == 0;
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}
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}
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bool IsOrigin(const glm::vec4 &position) {
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bool IsOrigin(const glm::vec4 &position) {
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return position.x == 0.0f && position.y == 0.0f && position.z == 0.0f;
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return IsOrigin(glm::vec3(position));
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}
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}
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/**
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/**
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@ -34,14 +34,14 @@ bool IsOrigin(const glm::vec4 &position) {
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*/
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*/
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float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2) {
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float DistanceSquared(const glm::vec2& point1, const glm::vec2& point2) {
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auto diff = point1 - point2;
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auto diff = point1 - point2;
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return diff.x * diff.x + diff.y * diff.y;
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return glm::dot(diff, diff);
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}
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}
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/**
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/**
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* Produces the distance between the two points on the XY plane.
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* Produces the distance between the two points on the XY plane.
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*/
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*/
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float Distance(const glm::vec2& point1, const glm::vec2& point2) {
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float Distance(const glm::vec2& point1, const glm::vec2& point2) {
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return sqrt(DistanceSquared(point1, point2));
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return std::sqrt(DistanceSquared(point1, point2));
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}
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}
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/**
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/**
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@ -49,7 +49,7 @@ float Distance(const glm::vec2& point1, const glm::vec2& point2) {
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*/
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*/
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float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2) {
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float DistanceSquared(const glm::vec3& point1, const glm::vec3& point2) {
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auto diff = point1 - point2;
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auto diff = point1 - point2;
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return diff.x * diff.x + diff.y * diff.y + diff.z * diff.z;
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return glm::dot(diff, diff);
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}
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}
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/**
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/**
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@ -63,7 +63,7 @@ float DistanceSquared(const glm::vec4& point1, const glm::vec4& point2) {
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* Produces the distance between the two points.
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* Produces the distance between the two points.
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*/
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*/
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float Distance(const glm::vec3& point1, const glm::vec3& point2) {
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float Distance(const glm::vec3& point1, const glm::vec3& point2) {
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return sqrt(DistanceSquared(point1, point2));
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return std::sqrt(DistanceSquared(point1, point2));
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}
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}
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/**
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/**
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@ -22,6 +22,7 @@
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#include <glm/vec2.hpp>
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <glm/vec4.hpp>
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#include <glm/geometric.hpp>
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std::string to_string(const glm::vec4 &position);
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std::string to_string(const glm::vec4 &position);
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std::string to_string(const glm::vec3 &position);
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std::string to_string(const glm::vec3 &position);
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