mirror of
https://github.com/isledecomp/isle.git
synced 2025-10-24 08:54:15 +00:00
Name locations after exiting buildings/vehicles (#1564)
* Hospital * Infocenter * Garage * Police * Jetski Build * Racecar Build * Any vehicle
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user