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Implement/match IslePathActor::SpawnPlayer (#884)
* Implement/match IslePathActor::SpawnPlayer * Fix * Fix * Add skip * Rename param
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1b1d2ecde6
commit
45f9f54f21
@@ -504,7 +504,11 @@ void Isle::Enable(MxBool p_enable)
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if (CurrentActor() != NULL && CurrentActor()->IsA("Jetski")) {
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IslePathActor* actor = CurrentActor();
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actor->VTable0xe8(LegoGameState::e_unk45, FALSE, 7);
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actor->SpawnPlayer(
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LegoGameState::e_unk45,
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FALSE,
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IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
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);
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actor->SetState(0);
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}
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else {
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@@ -653,7 +657,11 @@ void Isle::Enable(MxBool p_enable)
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}
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break;
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case 5: {
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CurrentActor()->VTable0xe8(LegoGameState::e_jetrace2, FALSE, 7);
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CurrentActor()->SpawnPlayer(
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LegoGameState::e_jetrace2,
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FALSE,
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IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
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);
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JetskiRaceState* raceState = (JetskiRaceState*) GameState()->GetState("JetskiRaceState");
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if (raceState->GetUnknown0x28() == 2) {
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@@ -681,7 +689,11 @@ void Isle::Enable(MxBool p_enable)
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}
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case 6: {
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GameState()->m_currentArea = LegoGameState::e_carraceExterior;
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CurrentActor()->VTable0xe8(LegoGameState::e_unk21, FALSE, 7);
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CurrentActor()->SpawnPlayer(
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LegoGameState::e_unk21,
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FALSE,
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IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
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);
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CarRaceState* raceState = (CarRaceState*) GameState()->GetState("CarRaceState");
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if (raceState->GetUnknown0x28() == 2) {
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@@ -726,7 +738,11 @@ void Isle::Enable(MxBool p_enable)
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break;
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case 11:
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m_act1state->m_unk0x018 = 0;
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CurrentActor()->VTable0xe8(LegoGameState::e_unk54, TRUE, 7);
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CurrentActor()->SpawnPlayer(
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LegoGameState::e_unk54,
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TRUE,
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IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
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);
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GameState()->m_currentArea = LegoGameState::e_unk66;
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FUN_1003ef00(TRUE);
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m_jukebox->StartAction();
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@@ -786,7 +802,11 @@ void Isle::FUN_10032620()
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case LegoGameState::e_hospitalExterior:
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case LegoGameState::e_unk31:
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case LegoGameState::e_policeExterior:
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CurrentActor()->VTable0xe8(GameState()->m_currentArea, TRUE, 7);
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CurrentActor()->SpawnPlayer(
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GameState()->m_currentArea,
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TRUE,
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IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
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);
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GameState()->m_currentArea = LegoGameState::e_unk66;
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break;
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}
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