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Consolidate state and building entity classes (#989)
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133a312aee
@@ -3,11 +3,52 @@
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#include "decomp.h"
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#include "isleactor.h"
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#include "legostate.h"
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class Act1State;
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class PizzaMissionState;
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class SkateBoard;
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// VTABLE: LEGO1 0x100d7408
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// SIZE 0xb0
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class PizzaMissionState : public LegoState {
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public:
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// SIZE 0x20
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struct Entry {
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public:
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undefined2 m_unk0x00; // 0x00
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MxU8 m_id; // 0x02
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undefined m_unk0x03[0x15]; // 0x03
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MxU16 m_score; // 0x18
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undefined m_unk0x18[6]; // 0x1a
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};
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// FUNCTION: LEGO1 0x10039290
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inline const char* ClassName() const override // vtable+0x0c
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{
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// STRING: LEGO1 0x100f00d4
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return "PizzaMissionState";
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}
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// FUNCTION: LEGO1 0x100392a0
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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, PizzaMissionState::ClassName()) || LegoState::IsA(p_name);
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}
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MxResult Serialize(LegoFile* p_legoFile) override; // vtable+0x1c
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inline MxU16 GetScore(MxU8 p_id) { return GetState(p_id)->m_score; }
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// SYNTHETIC: LEGO1 0x10039350
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// PizzaMissionState::`scalar deleting destructor'
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Entry* GetState(MxU8 p_id);
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undefined4 m_unk0x08; // 0x08
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undefined4 m_unk0x0c; // 0x0c
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Entry m_state[5]; // 0x10
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};
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// VTABLE: LEGO1 0x100d7380
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// SIZE 0x9c
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class Pizza : public IsleActor {
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