Name locations after exiting buildings/vehicles (#1564)

* Hospital
* Infocenter
* Garage
* Police
* Jetski Build
* Racecar Build
* Any vehicle
This commit is contained in:
Fabian Neundorf
2025-06-15 19:31:19 +02:00
committed by GitHub
parent aeac9f787e
commit 16ccb0e06e
16 changed files with 53 additions and 53 deletions

View File

@@ -221,7 +221,7 @@ MxLong Ambulance::HandleEndAction(MxEndActionNotificationParam& p_param)
else if (objectId == IsleScript::c_hps117bd_RunAnim) {
CurrentWorld()->PlaceActor(UserActor());
HandleClick();
SpawnPlayer(LegoGameState::e_unk33, TRUE, 0);
SpawnPlayer(LegoGameState::e_policeExited, TRUE, 0);
m_unk0x172 = 0;
TickleManager()->RegisterClient(this, 40000);
@@ -388,7 +388,7 @@ MxLong Ambulance::HandleClick()
ControlManager()->Register(this);
if (m_state->m_unk0x08 == 1) {
SpawnPlayer(LegoGameState::e_unk31, TRUE, 0);
SpawnPlayer(LegoGameState::e_hospitalExited, TRUE, 0);
m_state->m_startTime = Timer()->GetTime();
InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_pns018rd_RunAnim, NULL);
}
@@ -441,14 +441,14 @@ MxLong Ambulance::HandleControl(LegoControlManagerNotificationParam& p_param)
switch (p_param.m_clickedObjectId) {
case IsleScript::c_AmbulanceArms_Ctl:
Exit();
GameState()->m_currentArea = LegoGameState::e_unk66;
GameState()->m_currentArea = LegoGameState::e_vehicleExited;
result = 1;
break;
case IsleScript::c_AmbulanceInfo_Ctl:
((Isle*) CurrentWorld())->SetDestLocation(LegoGameState::e_infomain);
TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
Exit();
GameState()->m_currentArea = LegoGameState::e_unk66;
GameState()->m_currentArea = LegoGameState::e_vehicleExited;
result = 1;
break;
case IsleScript::c_AmbulanceHorn_Ctl: