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Consolidate state and building entity classes (#989)
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@@ -3,10 +3,51 @@
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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 PizzeriaState;
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class PizzaMissionState;
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// VTABLE: LEGO1 0x100d5ee8
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// SIZE 0x58
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class PizzeriaState : public LegoState {
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public:
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// SIZE 0x14
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struct StateStruct {
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undefined4 m_unk0x00; // 0x00
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undefined4 m_unk0x04; // 0x04
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undefined4 m_unk0x08; // 0x08
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undefined4 m_unk0x0c; // 0x0c
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undefined4 m_unk0x10; // 0x10
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};
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PizzeriaState();
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// FUNCTION: LEGO1 0x10017c20
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inline const char* ClassName() const override // vtable+0x0c
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{
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// STRING: LEGO1 0x100f0370
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return "PizzeriaState";
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}
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// FUNCTION: LEGO1 0x10017c30
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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, PizzeriaState::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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// SYNTHETIC: LEGO1 0x10017ce0
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// PizzeriaState::`scalar deleting destructor'
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MxU32 FUN_10017d70();
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// TODO: Most likely getters/setters are not used according to BETA.
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Playlist m_unk0x08[5]; // 0x08
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StateStruct m_unk0x44; // 0x44
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};
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// VTABLE: LEGO1 0x100d5520
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// SIZE 0x84
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class Pizzeria : public IsleActor {
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