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Implement/match several functions in Act3, refactor (#1197)
* Implement/match several functions in Act3, refactor * Fix naming * Rename * Add comment * Add annotation * Add BETA assert
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@@ -15,7 +15,7 @@ Act3Actor::Act3Actor()
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}
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// FUNCTION: LEGO1 0x1003fb70
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MxU32 Act3Actor::VTable0x90(float p_float, Matrix4& p_transform)
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MxU32 Act3Actor::VTable0x90(float p_time, Matrix4& p_transform)
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{
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// Note: Code duplication with LegoExtraActor::VTable0x90
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switch (m_state & 0xff) {
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@@ -23,10 +23,10 @@ MxU32 Act3Actor::VTable0x90(float p_float, Matrix4& p_transform)
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case 1:
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return TRUE;
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case 2:
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m_unk0x1c = p_float + 2000.0f;
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m_unk0x1c = p_time + 2000.0f;
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m_state = 3;
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m_actorTime += (p_float - m_lastTime) * m_worldSpeed;
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m_lastTime = p_float;
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m_actorTime += (p_time - m_lastTime) * m_worldSpeed;
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m_lastTime = p_time;
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return FALSE;
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case 3:
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assert(!m_userNavFlag);
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@@ -34,7 +34,7 @@ MxU32 Act3Actor::VTable0x90(float p_float, Matrix4& p_transform)
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p_transform = m_roi->GetLocal2World();
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if (m_unk0x1c > p_float) {
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if (m_unk0x1c > p_time) {
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Mx3DPointFloat position;
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position = positionRef;
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@@ -42,8 +42,8 @@ MxU32 Act3Actor::VTable0x90(float p_float, Matrix4& p_transform)
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p_transform.RotateX(0.6);
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positionRef = position;
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m_actorTime += (p_float - m_lastTime) * m_worldSpeed;
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m_lastTime = p_float;
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m_actorTime += (p_time - m_lastTime) * m_worldSpeed;
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m_lastTime = p_time;
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VTable0x74(p_transform);
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return FALSE;
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