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Fix various state classes/missing annotations (#503)
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@@ -9,7 +9,7 @@
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#include "roi/legoroi.h"
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// VTABLE: LEGO1 0x100d4858
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// SIZE 0x68 (probably)
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// SIZE 0x68
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class LegoEntity : public MxEntity {
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public:
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enum {
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@@ -17,7 +17,6 @@ public:
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c_bit2 = 0x02
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};
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// Inlined at 0x100853f7
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inline LegoEntity() { Init(); }
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// FUNCTION: LEGO1 0x1000c290
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@@ -38,22 +37,23 @@ public:
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return !strcmp(p_name, LegoEntity::ClassName()) || MxEntity::IsA(p_name);
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}
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virtual MxResult Create(MxDSAction& p_dsAction); // vtable+0x18
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virtual void Destroy(MxBool p_fromDestructor); // vtable+0x1c
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virtual void ParseAction(char*); // vtable+0x20
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virtual void SetROI(LegoROI* p_roi, MxBool p_bool1, MxBool p_bool2); // vtable+0x24
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virtual void SetWorldTransform(const Vector3& p_loc, const Vector3& p_dir,
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const Vector3& p_up); // vtable+0x28
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virtual void ResetWorldTransform(MxBool p_inVehicle); // vtable+0x2c
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virtual MxResult Create(MxDSAction& p_dsAction); // vtable+0x18
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virtual void Destroy(MxBool p_fromDestructor); // vtable+0x1c
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virtual void ParseAction(char*); // vtable+0x20
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virtual void SetROI(LegoROI* p_roi, MxBool p_bool1, MxBool p_bool2); // vtable+0x24
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virtual void SetWorldTransform(const Vector3& p_loc, const Vector3& p_dir, const Vector3& p_up); // vtable+0x28
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virtual void ResetWorldTransform(MxBool p_inVehicle); // vtable+0x2c
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// FUNCTION: LEGO1 0x10001090
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virtual void SetWorldSpeed(MxFloat p_worldSpeed) { m_worldSpeed = p_worldSpeed; } // vtable+0x30
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virtual void VTable0x34(); // vtable+0x34
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virtual void VTable0x38(); // vtable+0x38
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virtual void VTable0x3c(); // vtable+0x3c
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virtual void VTable0x40(); // vtable+0x40
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virtual void VTable0x44(); // vtable+0x44
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virtual void VTable0x48(); // vtable+0x48
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virtual void VTable0x4c(); // vtable+0x4c
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virtual void VTable0x34(); // vtable+0x34
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virtual void VTable0x38(); // vtable+0x38
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virtual void VTable0x3c(); // vtable+0x3c
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virtual void VTable0x40(); // vtable+0x40
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virtual void VTable0x44(); // vtable+0x44
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virtual void VTable0x48(); // vtable+0x48
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virtual void VTable0x4c(); // vtable+0x4c
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void FUN_10010c30();
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void SetLocation(Mx3DPointFloat& p_location, Mx3DPointFloat& p_direction, Mx3DPointFloat& p_up, MxBool);
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