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Add LegoVehicleBuildState (#213)
* Add LegoVehicleBuildState * Update LegoVehicleBuildState member-var names to include offsets
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60
LEGO1/legovehiclebuildstate.h
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60
LEGO1/legovehiclebuildstate.h
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#ifndef LEGOVEHICLEBUILDSTATE_H
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#define LEGOVEHICLEBUILDSTATE_H
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#include "legostate.h"
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#include "mxstring.h"
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#include "decomp.h"
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#include "decomp.h"
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// VTABLE 0x100d66e0
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// SIZE 0x50 (from 1000acd7)
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class LegoVehicleBuildState : public LegoState
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{
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public:
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LegoVehicleBuildState(char* p_classType);
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// OFFSET: LEGO1 0x10025ff0
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inline virtual const char *ClassName() const override // vtable+0x0c
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{
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return this->m_className.GetData();
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}
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// OFFSET: LEGO1 0x10026000
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inline virtual MxBool IsA(const char *p_name) const override // vtable+0x10
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{
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return !strcmp(p_name, this->m_className.GetData()) || LegoState::IsA(p_name);
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}
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public:
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struct UnkStruct
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{
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undefined4 m_unk00;
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undefined2 m_unk04;
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undefined2 m_unk06;
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undefined2 m_unk08;
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UnkStruct();
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};
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private:
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UnkStruct m_unk08[4]; // 0x08
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// This can be one of the following:
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// * LegoRaceCarBuildState
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// * LegoCopterBuildState
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// * LegoDuneCarBuildState
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// * LegoJetskiBuildState
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MxString m_className; // 0x38
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// Known States:
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// * 1 == enter(ing) build screen
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// * 3 == cutscene/dialogue
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// * 6 == exit(ing) build screen
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MxU32 m_animationState; // 0x48
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undefined m_unk4c; // 0x4c
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undefined m_unk4d; // 0x4d
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undefined m_unk4e; // 0x4e
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MxU8 m_placedPartCount; // 0x4f
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};
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#endif // LEGOVEHICLEBUILDSTATE_H
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