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Implement new functions in LegoAnimManager
(#1170)
* Implement new functions in LegoAnimManager * Address review comment --------- Co-authored-by: jonschz <jonschz@users.noreply.github.com>
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@@ -155,9 +155,9 @@ public:
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MxBool FindVehicle(const char* p_name, MxU32& p_index);
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MxResult ReadAnimInfo(LegoFile* p_file, AnimInfo* p_info);
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MxResult ReadModelInfo(LegoFile* p_file, ModelInfo* p_info);
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void FUN_10060480(LegoChar* p_param1[], undefined4 p_param2);
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void FUN_10060480(LegoChar* p_characterNames[], MxU32 p_numCharacterNames);
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void FUN_100604d0(MxBool p_unk0x08);
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void FUN_100604f0(MxS32* p_param1, undefined4 p_param2);
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void FUN_100604f0(MxS32 p_objectIds[], undefined4 p_numObjectIds);
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void FUN_10060540(MxBool p_unk0x29);
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void FUN_10060570(MxBool p_unk0x1a);
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MxResult StartEntityAction(MxDSAction& p_dsAction, LegoEntity* p_entity);
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@@ -183,7 +183,7 @@ public:
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MxResult FUN_10064670(Vector3* p_position);
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MxResult FUN_10064740(Vector3* p_position);
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MxResult FUN_10064880(const char* p_name, MxS32 p_unk0x0c, MxS32 p_unk0x10);
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undefined FUN_10064ee0(MxU32 p_param);
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MxBool FUN_10064ee0(MxU32 p_objectId);
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static void configureLegoAnimationManager(MxS32 p_legoAnimationManagerConfig);
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