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

@@ -430,7 +430,7 @@ MxLong Isle::HandleControl(LegoControlManagerNotificationParam& p_param)
TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
break;
case IsleScript::c_PoliDoor_Door_Ctl:
m_destLocation = LegoGameState::e_unk33;
m_destLocation = LegoGameState::e_policeExited;
TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
break;
case IsleScript::c_GaraDoor_LeftArrow_Ctl:
@@ -440,7 +440,7 @@ MxLong Isle::HandleControl(LegoControlManagerNotificationParam& p_param)
TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
break;
case IsleScript::c_GaraDoor_Door_Ctl:
m_destLocation = LegoGameState::e_unk28;
m_destLocation = LegoGameState::e_garageExited;
TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
break;
}
@@ -712,7 +712,7 @@ void Isle::Enable(MxBool p_enable)
if (GameState()->m_currentArea == LegoGameState::e_pizzeriaExterior) {
AnimationManager()->FUN_10064740(NULL);
}
else if (GameState()->m_currentArea == LegoGameState::e_unk66) {
else if (GameState()->m_currentArea == LegoGameState::e_vehicleExited) {
Mx3DPointFloat position(UserActor()->GetROI()->GetWorldPosition());
Mx3DPointFloat sub(-21.375f, 0.0f, -41.75f);
@@ -820,7 +820,7 @@ void Isle::Enable(MxBool p_enable)
TRUE,
IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
);
GameState()->m_currentArea = LegoGameState::e_unk66;
GameState()->m_currentArea = LegoGameState::e_vehicleExited;
EnableAnimations(TRUE);
m_jukebox->StartAction();
break;
@@ -863,21 +863,21 @@ void Isle::FUN_10032620()
VideoManager()->Get3DManager()->SetFrustrum(90.0, 0.1, 250.0);
switch (GameState()->m_currentArea) {
case LegoGameState::e_unk66: {
case LegoGameState::e_vehicleExited: {
MxMatrix mat(UserActor()->GetROI()->GetLocal2World());
LegoPathBoundary* boundary = UserActor()->GetBoundary();
((IslePathActor*) UserActor())->VTable0xec(mat, boundary, TRUE);
break;
}
case LegoGameState::e_unk4:
case LegoGameState::e_infocenterExited:
case LegoGameState::e_jetraceExterior:
case LegoGameState::e_unk17:
case LegoGameState::e_jetskibuildExited:
case LegoGameState::e_carraceExterior:
case LegoGameState::e_unk20:
case LegoGameState::e_racecarbuildExited:
case LegoGameState::e_pizzeriaExterior:
case LegoGameState::e_garageExterior:
case LegoGameState::e_hospitalExterior:
case LegoGameState::e_unk31:
case LegoGameState::e_hospitalExited:
case LegoGameState::e_policeExterior:
((IslePathActor*) UserActor())
->SpawnPlayer(
@@ -885,7 +885,7 @@ void Isle::FUN_10032620()
TRUE,
IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
);
GameState()->m_currentArea = LegoGameState::e_unk66;
GameState()->m_currentArea = LegoGameState::e_vehicleExited;
break;
}
}
@@ -955,7 +955,7 @@ MxLong Isle::HandleTransitionEnd()
VariableTable()->SetVariable("VISIBILITY", "Hide Gas");
FUN_10032d30(IsleScript::c_GaraDoor_Background_Bitmap, JukeboxScript::c_JBMusic2, "LCAMZG1,90", FALSE);
break;
case LegoGameState::e_unk28:
case LegoGameState::e_garageExited:
GameState()->SwitchArea(m_destLocation);
GameState()->StopArea(LegoGameState::e_previousArea);
m_destLocation = LegoGameState::e_undefined;
@@ -965,7 +965,7 @@ MxLong Isle::HandleTransitionEnd()
SetAppCursor(e_cursorArrow);
SetIsWorldActive(TRUE);
break;
case LegoGameState::e_unk33:
case LegoGameState::e_policeExited:
GameState()->SwitchArea(m_destLocation);
GameState()->StopArea(LegoGameState::e_previousArea);
m_destLocation = LegoGameState::e_undefined;