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fix: the scene lookup and the angular velocity handlers main added are defined after the merge
Zone::GetScene and SimplePhysicsComponent's Get/SetAngularVelocity handlers were declared and used but their definitions were lost where the merge kept this branch's side of the file. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -14,6 +14,7 @@
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#include "Entity.h"
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#include "StringifiedEnum.h"
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#include "Amf3.h"
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#include "GameMessages.h"
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#include "ObjectLoadState.h"
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#include "PhantomPhysicsComponent.h"
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@@ -113,3 +114,16 @@ void SimplePhysicsComponent::Allocator(Entity& entity, ObjectLoadState& state) {
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else entity.AddComponent<SimplePhysicsComponent>(simplePhysicsComponentID);
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}
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}
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bool SimplePhysicsComponent::OnSetAngularVelocity(GameMessages::SetAngularVelocity& setAngVel) {
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m_DirtyVelocity |= setAngVel.bForceFlagDirty || (m_AngularVelocity != setAngVel.angVelocity);
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m_AngularVelocity = setAngVel.angVelocity;
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LOG_DEBUG("Angular velocity is now %f %f %f", m_AngularVelocity.x, m_AngularVelocity.y, m_AngularVelocity.z);
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Game::entityManager->SerializeEntity(m_Parent);
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return true;
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}
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bool SimplePhysicsComponent::OnGetAngularVelocity(GameMessages::GetAngularVelocity& getAngVel) {
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getAngVel.angVelocity = m_AngularVelocity;
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return true;
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}
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@@ -363,3 +363,9 @@ const Path* Zone::GetPath(std::string name) const {
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return nullptr;
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}
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const SceneRef* Zone::GetScene(LWOSCENEID sceneID) const {
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auto it = m_Scenes.find(sceneID);
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if (it != m_Scenes.end()) return &it->second;
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return nullptr;
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}
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