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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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@@ -201,7 +201,7 @@ MxLong Infocenter::HandleEndAction(MxEndActionNotificationParam& p_param)
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if (!m_unk0x1d4) {
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PlayMusic(JukeBox::e_informationCenter);
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GameState()->FUN_10039780(m_selectedCharacter);
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GameState()->SetActor(m_selectedCharacter);
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switch (m_selectedCharacter) {
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case e_pepper:
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@@ -303,7 +303,7 @@ MxLong Infocenter::HandleEndAction(MxEndActionNotificationParam& p_param)
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case 5:
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if (action->GetObjectId() == m_currentInfomainScript) {
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if (GameState()->GetCurrentAct() != LegoGameState::e_act3 && m_selectedCharacter != e_noCharacter) {
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GameState()->FUN_10039780(m_selectedCharacter);
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GameState()->SetActor(m_selectedCharacter);
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}
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TransitionManager()->StartTransition(MxTransitionManager::e_pixelation, 50, FALSE, FALSE);
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m_infocenterState->SetUnknown0x74(14);
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@@ -734,7 +734,7 @@ MxU8 Infocenter::HandleButtonUp(MxS32 p_x, MxS32 p_y)
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switch (m_mapAreas[m_unk0x1c8].m_unk0x04) {
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case 3:
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GameState()->FUN_10039780(m_selectedCharacter);
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GameState()->SetActor(m_selectedCharacter);
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switch (m_selectedCharacter) {
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case e_pepper:
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@@ -810,23 +810,23 @@ MxU8 Infocenter::HandleButtonUp(MxS32 p_x, MxS32 p_y)
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switch (m_selectedCharacter) {
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case e_pepper:
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dialogueToPlay = c_pepperCharacterSelect;
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GameState()->SetUnknown0x0c(m_selectedCharacter);
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GameState()->SetActorId(m_selectedCharacter);
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break;
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case e_mama:
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dialogueToPlay = c_mamaCharacterSelect;
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GameState()->SetUnknown0x0c(m_selectedCharacter);
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GameState()->SetActorId(m_selectedCharacter);
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break;
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case e_papa:
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dialogueToPlay = c_papaCharacterSelect;
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GameState()->SetUnknown0x0c(m_selectedCharacter);
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GameState()->SetActorId(m_selectedCharacter);
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break;
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case e_nick:
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dialogueToPlay = c_nickCharacterSelect;
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GameState()->SetUnknown0x0c(m_selectedCharacter);
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GameState()->SetActorId(m_selectedCharacter);
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break;
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case e_laura:
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dialogueToPlay = c_lauraCharacterSelect;
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GameState()->SetUnknown0x0c(m_selectedCharacter);
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GameState()->SetActorId(m_selectedCharacter);
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break;
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default:
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dialogueToPlay =
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@@ -948,7 +948,7 @@ MxU8 Infocenter::HandleClick(LegoControlManagerEvent& p_param)
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InputManager()->SetUnknown336(TRUE);
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break;
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case LegoGameState::e_unk4:
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if (state->GetUnknownC()) {
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if (state->GetActorId()) {
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if (m_infocenterState->HasRegistered()) {
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m_infocenterState->SetUnknown0x74(5);
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m_transitionDestination = state->GetPreviousArea();
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@@ -1228,7 +1228,7 @@ void Infocenter::UpdateFrameHot(MxBool p_display)
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if (p_display) {
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MxS32 x, y;
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switch (GameState()->GetUnknownC()) {
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switch (GameState()->GetActorId()) {
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case 1:
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x = 302;
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y = 81;
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@@ -1292,7 +1292,7 @@ void Infocenter::Reset()
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InitializeBitmaps();
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m_selectedCharacter = e_pepper;
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GameState()->FUN_10039780(e_pepper);
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GameState()->SetActor(e_pepper);
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HelicopterState* state = (HelicopterState*) GameState()->GetState("HelicopterState");
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@@ -109,7 +109,7 @@ MxLong InfocenterDoor::HandleClick(LegoControlManagerEvent& p_param)
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result = 1;
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break;
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case 4:
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if (GameState()->GetUnknownC()) {
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if (GameState()->GetActorId()) {
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InfocenterState* state = (InfocenterState*) GameState()->GetState("InfocenterState");
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if (state->HasRegistered()) {
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m_unk0xf8 = LegoGameState::e_unk4;
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