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Implement LegoCarBuild::FUN_10024890() and others, refactor (#1126)
* Commit finished code changes * Add enum data type * Refactor away GetCurrentArea, SetCurrentArea * Clean up and add FUN_10024890 * Add `SetPartObjectIdByName()` * Fix naming error * Address review comments, part 1 * Address review comments, part 2 --------- Co-authored-by: jonschz <jonschz@users.noreply.github.com>
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@@ -210,7 +210,7 @@ MxResult Infocenter::Create(MxDSAction& p_dsAction)
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}
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}
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GameState()->SetCurrentArea(LegoGameState::e_infomain);
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GameState()->m_currentArea = LegoGameState::e_infomain;
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GameState()->StopArea(LegoGameState::e_previousArea);
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if (m_infocenterState->GetUnknown0x74() == 4) {
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@@ -523,9 +523,9 @@ void Infocenter::ReadyWorld()
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bgRed->Enable(TRUE);
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if (GameState()->GetCurrentAct() == GameState()->GetLoadedAct()) {
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GameState()->SetCurrentArea(LegoGameState::e_act2main);
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GameState()->m_currentArea = LegoGameState::e_act2main;
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GameState()->StopArea(LegoGameState::e_act2main);
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GameState()->SetCurrentArea(LegoGameState::e_infomain);
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GameState()->m_currentArea = LegoGameState::e_infomain;
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}
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m_infocenterState->SetUnknown0x74(5);
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@@ -579,9 +579,9 @@ void Infocenter::ReadyWorld()
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bgRed->Enable(TRUE);
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if (GameState()->GetCurrentAct() == GameState()->GetLoadedAct()) {
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GameState()->SetCurrentArea(LegoGameState::e_act3script);
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GameState()->m_currentArea = LegoGameState::e_act3script;
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GameState()->StopArea(LegoGameState::e_act3script);
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GameState()->SetCurrentArea(LegoGameState::e_infomain);
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GameState()->m_currentArea = LegoGameState::e_infomain;
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}
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m_infocenterState->SetUnknown0x74(5);
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