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lego1/isle: Add MxDSObject, implement SetObjectName, adjust MxDSAction (#20)
* add MxDSObject, implement SetObjectName, adjust MxDSAction * add a TODO * update project files * add WIP MxDSObject stuff * merge * update project file * add addresses and SetAtomId * switch addresses * remove comment since it's fixed now (?) * refactor * update project file * refactor into separate unit * refactor into separate unit * rename unit to avoid NMAKE issue * rename param * add last missing piece to Isle::Close * fix spelling * merge * use union hack
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@@ -1,10 +1,41 @@
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#ifndef MXDSOBJECT_H
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#define MXDSOBJECT_H
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class MxDSObject
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#include "mxcore.h"
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#include "mxatomid.h"
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class MxDSObject : public MxCore
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{
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public:
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__declspec(dllexport) void SetObjectName(const char *);
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MxDSObject();
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inline const MxAtomId& GetAtomId() { return this->m_atomId; }
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inline int GetUnknown1c() { return this->m_unk1c; }
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inline void SetUnknown1c(int p_unk1c) { this->m_unk1c = p_unk1c; }
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inline void SetUnknown24(unsigned short p_unk24) { this->m_unk24 = p_unk24; }
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void SetAtomId(MxAtomId p_atomId);
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private:
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int m_unk08;
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short m_unk0c;
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char* m_unk10;
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int m_unk14;
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char *m_name;
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int m_unk1c;
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MxAtomId m_atomId;
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// So far, implementing MxDSObject::MxDSObject correctly required that m_unk24 is declared a (signed) short.
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// Most of the other game's code appears to treat it as unsigned short, however.
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// This union is a workaround until we have figured this out.
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union {
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unsigned short m_unk24;
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short m_unk24signed;
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};
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unsigned short m_unk26;
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int m_unk28;
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};
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#endif // MXDSOBJECT_H
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