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Continued work on LegoGameState (#596)
* Continued work on LegoGameState * Fixes/matches/refactor --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
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@@ -67,9 +67,9 @@ void Helicopter::VTable0xe4()
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if (GameState()->GetCurrentAct() == LegoGameState::e_act1) {
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GameState()->SetCurrentArea(LegoGameState::e_unk60);
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if (CurrentVehicle()) {
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if (CurrentVehicle()->IsA("IslePathActor")) {
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((IslePathActor*) CurrentVehicle())->VTable0xe8(0x37, TRUE, 7);
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if (CurrentActor()) {
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if (CurrentActor()->IsA("IslePathActor")) {
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((IslePathActor*) CurrentActor())->VTable0xe8(0x37, TRUE, 7);
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}
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}
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}
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@@ -102,9 +102,9 @@ MxU32 Helicopter::VTable0xcc()
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AnimationManager()->FUN_1005f6d0(FALSE);
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if (CurrentVehicle()) {
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if (CurrentVehicle()->VTable0x60() != GameState()->GetUnknownC()) {
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CurrentVehicle()->VTable0xe4();
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if (CurrentActor()) {
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if (CurrentActor()->GetActorId() != GameState()->GetActorId()) {
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CurrentActor()->VTable0xe4();
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}
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}
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