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https://github.com/s1lentq/ReGameDLL_CS.git
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Merge branch 'master' of github.com:s1lentq/ReGameDLL_CS
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commit
427d975c2d
@ -120,6 +120,9 @@ void setupToolchain(NativeBinarySpec b)
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cfg.compilerOptions.floatingPointModel = FloatingPointModel.PRECISE
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cfg.compilerOptions.floatingPointModel = FloatingPointModel.PRECISE
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cfg.compilerOptions.enhancedInstructionsSet = EnhancedInstructionsSet.DISABLED
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cfg.compilerOptions.enhancedInstructionsSet = EnhancedInstructionsSet.DISABLED
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}
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}
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else {
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cfg.compilerOptions.args '/Oi', '/GF', '/GS-'
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}
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if (mpLib)
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if (mpLib)
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{
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{
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@ -36,12 +36,9 @@ class Vector2D
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{
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{
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public:
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public:
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vec_t x, y;
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vec_t x, y;
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Vector2D() : x(0.0), y(0.0) {}
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Vector2D() : x(), y() {}
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Vector2D(float X, float Y) : x(0.0), y(0.0)
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Vector2D(float X, float Y) : x(X), y(Y) {}
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{
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Vector2D(const Vector2D &v) { *(int*)&x = *(int*)&v.x; *(int*)&y = *(int*)&v.y; }
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x = X;
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y = Y;
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}
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Vector2D operator+(const Vector2D &v) const
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Vector2D operator+(const Vector2D &v) const
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{
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{
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return Vector2D(x + v.x, y + v.y);
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return Vector2D(x + v.x, y + v.y);
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@ -151,25 +148,10 @@ class Vector
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{
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{
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public:
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public:
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vec_t x, y, z;
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vec_t x, y, z;
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Vector() : x(0.0), y(0.0), z(0.0) {}
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Vector() : x(), y(), z() {}
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Vector(float X, float Y, float Z) : x(0.0), y(0.0), z(0.0)
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Vector(float X, float Y, float Z) : x(X), y(Y), z(Z) {}
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{
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Vector(const Vector &v) { *(int*)&x = *(int*)&v.x; *(int*)&y = *(int*)&v.y; *(int*)&z = *(int*)&v.z; }
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x = X;
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Vector(const float rgfl[3]) { *(int*)&x = *(int*)&rgfl[0]; *(int*)&y = *(int*)&rgfl[1]; *(int*)&z = *(int*)&rgfl[2]; }
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y = Y;
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z = Z;
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}
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Vector(const Vector &v) : x(0.0), y(0.0), z(0.0)
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{
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x = v.x;
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y = v.y;
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z = v.z;
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}
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Vector(const float rgfl[3]) : x(0.0), y(0.0), z(0.0)
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{
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x = rgfl[0];
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y = rgfl[1];
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z = rgfl[2];
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}
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Vector operator-() const
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Vector operator-() const
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{
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{
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return Vector(-x, -y, -z);
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return Vector(-x, -y, -z);
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@ -219,9 +201,9 @@ public:
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#endif // PLAY_GAMEDLL
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#endif // PLAY_GAMEDLL
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void CopyToArray(float *rgfl) const
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void CopyToArray(float *rgfl) const
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{
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{
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rgfl[0] = x;
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*(int*)&rgfl[0] = *(int*)&x;
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rgfl[1] = y;
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*(int*)&rgfl[1] = *(int*)&y;
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rgfl[2] = z;
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*(int*)&rgfl[2] = *(int*)&z;
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}
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}
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float_precision Length() const
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float_precision Length() const
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{
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{
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@ -244,7 +226,7 @@ public:
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return &x;
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return &x;
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}
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}
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#ifndef PLAY_GAMEDLL
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#ifndef PLAY_GAMEDLL
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Vector Normalize()
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Vector Normalize() const
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{
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{
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float flLen = Length();
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float flLen = Length();
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if (flLen == 0)
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if (flLen == 0)
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@ -265,7 +247,7 @@ public:
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}
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}
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#endif // PLAY_GAMEDLL
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#endif // PLAY_GAMEDLL
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// for out precision normalize
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// for out precision normalize
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Vector NormalizePrecision()
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Vector NormalizePrecision() const
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{
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{
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#ifndef PLAY_GAMEDLL
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#ifndef PLAY_GAMEDLL
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return Normalize();
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return Normalize();
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@ -281,8 +263,8 @@ public:
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Vector2D Make2D() const
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Vector2D Make2D() const
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{
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{
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Vector2D Vec2;
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Vector2D Vec2;
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Vec2.x = x;
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*(int*)&Vec2.x = *(int*)&x;
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Vec2.y = y;
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*(int*)&Vec2.y = *(int*)&y;
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return Vec2;
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return Vec2;
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}
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}
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float_precision Length2D() const
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float_precision Length2D() const
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@ -79,6 +79,21 @@ typedef struct incomingtransfer_s
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#define _strlwr(p) for (int i = 0; p[i] != 0; i++) p[i] = tolower(p[i]);
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#define _strlwr(p) for (int i = 0; p[i] != 0; i++) p[i] = tolower(p[i]);
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#endif // _WIN32
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#endif // _WIN32
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inline double M_sqrt(int value) {
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return sqrt(value);
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}
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inline float M_sqrt(float value) {
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return _mm_cvtss_f32(_mm_sqrt_ss(_mm_load_ss(&value)));
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}
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inline double M_sqrt(double value) {
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double ret;
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auto v = _mm_load_sd(&value);
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_mm_store_sd(&ret, _mm_sqrt_sd(v, v));
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return ret;
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}
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#define printf2 _printf2
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#define printf2 _printf2
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#define chatf _print_chat
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#define chatf _print_chat
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@ -139,4 +154,9 @@ typedef struct incomingtransfer_s
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#define Q_fprintf fprintf
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#define Q_fprintf fprintf
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#define Q_fclose fclose
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#define Q_fclose fclose
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#ifdef REGAMEDLL_FIXES
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#undef Q_sqrt
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#define Q_sqrt M_sqrt
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#endif
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#endif // COMMON_H
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#endif // COMMON_H
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