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

@@ -868,17 +868,17 @@ void LegoGameState::SwitchArea(Area p_area)
VideoManager()->SetUnk0x554(TRUE);
InvokeAction(Extra::ActionType::e_opendisk, *g_infodoorScript, InfodoorScript::c__StartUp, NULL);
break;
case e_unk4:
case e_infocenterExited:
case e_jetrace2:
case e_jetraceExterior:
case e_unk17:
case e_jetskibuildExited:
case e_carraceExterior:
case e_unk20:
case e_racecarbuildExited:
case e_unk21:
case e_pizzeriaExterior:
case e_garageExterior:
case e_hospitalExterior:
case e_unk31:
case e_hospitalExited:
case e_policeExterior:
case e_bike:
case e_dunecar:
@@ -886,7 +886,7 @@ void LegoGameState::SwitchArea(Area p_area)
case e_copter:
case e_skateboard:
case e_jetski:
case e_unk66:
case e_vehicleExited:
LoadIsle();
break;
case e_elevbott:
@@ -948,7 +948,7 @@ void LegoGameState::SwitchArea(Area p_area)
VideoManager()->Get3DManager()->SetFrustrum(90, 0.1f, 250.0f);
InvokeAction(Extra::ActionType::e_start, *g_isleScript, IsleScript::c_GaraDoor, NULL);
break;
case e_unk28: {
case e_garageExited: {
Act1State* state = (Act1State*) GameState()->GetState("Act1State");
LoadIsle();
@@ -973,7 +973,7 @@ void LegoGameState::SwitchArea(Area p_area)
VideoManager()->SetUnk0x554(TRUE);
InvokeAction(Extra::ActionType::e_opendisk, *g_hospitalScript, HospitalScript::c__StartUp, NULL);
break;
case e_unk33:
case e_policeExited:
LoadIsle();
SetCameraControllerFromIsle();
UserActor()->ResetWorldTransform(TRUE);