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Consolidate state and building entity classes (#989)
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@@ -3,10 +3,46 @@
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#include "decomp.h"
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#include "legogamestate.h"
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#include "legostate.h"
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#include "legoworld.h"
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class LegoControlManagerEvent;
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class JukeBoxState;
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// VTABLE: LEGO1 0x100d4a90
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// SIZE 0x10
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class JukeBoxState : public LegoState {
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public:
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enum Music {
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e_pasquell = 0,
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e_right,
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e_decal,
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e_wallis,
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e_nelson,
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e_torpedos
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};
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// FUNCTION: LEGO1 0x1000f310
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inline const char* ClassName() const override // vtable+0x0c
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{
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// STRING: LEGO1 0x100f02bc
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return "JukeBoxState";
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}
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// FUNCTION: LEGO1 0x1000f320
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inline MxBool IsA(const char* p_name) const override // vtable+0x10
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{
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return !strcmp(p_name, JukeBoxState::ClassName()) || LegoState::IsA(p_name);
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}
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// FUNCTION: LEGO1 0x1000f300
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MxBool IsSerializable() override { return FALSE; } // vtable+0x14
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// SYNTHETIC: LEGO1 0x1000f3d0
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// JukeBoxState::`scalar deleting destructor'
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Music m_music; // 0x08
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MxU32 m_active; // 0x0c
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};
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// VTABLE: LEGO1 0x100d8958
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// SIZE 0x104
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