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<title>botw/src/KingSystem/Physics/RigidBody/physRigidBodyMotionSensor.cpp, branch master</title>
<subtitle>Decompilation of The Legend of Zelda: Breath of the Wild (Switch v1.5.0)</subtitle>
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<entry>
<title>lib: Update sead</title>
<updated>2022-12-20T00:58:44+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-12-19T17:13:12+00:00</published>
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<pre>
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</entry>
<entry>
<title>ksys/phys: Simplify calls to RigidBody::makeScopedLock</title>
<updated>2022-03-23T00:19:00+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-03-23T00:18:10+00:00</published>
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<id>cc6527bb26501c3c8572f1c71a1161dcf5bd0f14</id>
<content type='text'>
Add another overload which automatically determines whether the rigid
body world should also be locked.
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<pre>
Add another overload which automatically determines whether the rigid
body world should also be locked.
</pre>
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</content>
</entry>
<entry>
<title>ksys/phys: Rename some RigidBody flags (add/remove from world)</title>
<updated>2022-03-22T22:14:19+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-03-22T21:41:04+00:00</published>
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<entry>
<title>ksys/phys: Fix accuracy issue for storeToVec3</title>
<updated>2022-03-03T10:52:35+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-03-03T10:50:09+00:00</published>
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<id>26f4aea77c854ad4eff39e594de55345db4817c4</id>
<content type='text'>
Allows us to get rid of a bunch of local variables that only existed
to force the entire vector to be loaded.
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Allows us to get rid of a bunch of local variables that only existed
to force the entire vector to be loaded.
</pre>
</div>
</content>
</entry>
<entry>
<title>ksys/phys: Add RigidBody::isEntity to make certain checks clearer</title>
<updated>2022-01-17T16:22:27+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-01-17T16:22:15+00:00</published>
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<content type='text'>
The pattern we want to use is:

```
if (isEntity())
  do entity stuff (e.g. get entity motion accessor)
```

or

```
if (!isEntity())
  return;

do entity stuff
```

That's clearer than

```
if (isSensor())
  return;

do entity stuff
```

because the fact that !isSensor() is equivalent to isEntity() is not
always immediately clear.
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<pre>
The pattern we want to use is:

```
if (isEntity())
  do entity stuff (e.g. get entity motion accessor)
```

or

```
if (!isEntity())
  return;

do entity stuff
```

That's clearer than

```
if (isSensor())
  return;

do entity stuff
```

because the fact that !isSensor() is equivalent to isEntity() is not
always immediately clear.
</pre>
</div>
</content>
</entry>
<entry>
<title>ksys/phys: Rename MotionAccessor classes to reflect entity/sensor split</title>
<updated>2022-01-17T16:16:43+00:00</updated>
<author>
<name>Léo Lam</name>
<email>leo@leolam.fr</email>
</author>
<published>2022-01-17T16:10:59+00:00</published>
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