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LegoBuildingManager Round 2 (#890)
* LegoBuildingManager Round 2 * 100% match most of the remaining methods, only Tickle and FUN_10030630 remain. * The interesting finding is that the curious members of the LegoBuildingManager form a short embedded fixed-length array used to store info about current animation of buildings. * I saw that you removed the SetY which I had added to MxMatrix. Agree that this method doesn't make sense on MxMatrix, however I've added it back to Matrix4. I see the pattern of setting / getting the Y component used in enough places that I doubt they were just hoping they remembered the subscript correctly every time. Let me know if you agree or still don't think it makes sense to include. * Formatting * Order * Satisfy name checker * Add beta annotations and adjust style/naming * Make function STUB --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
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@@ -56,6 +56,7 @@ public:
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void FUN_100468f0(LegoAnimPresenter* p_presenter);
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void FUN_10046930(LegoAnimPresenter* p_presenter);
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MxResult FUN_10046b30(LegoPathBoundary** p_path, MxS32& p_value);
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LegoPathBoundary* GetPathBoundary(const char* p_name);
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void Enable(MxBool p_enable);
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void FUN_10046bb0(LegoWorld* p_world);
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@@ -64,10 +65,10 @@ private:
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undefined4 m_unk0x0c; // 0x0c
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undefined4 m_unk0x10; // 0x10
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undefined4 m_unk0x14; // 0x14
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MxS16 m_numL; // 0x18
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MxS16 m_numE; // 0x1a
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MxS16 m_numN; // 0x1c
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MxS16 m_numT; // 0x1e
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MxU16 m_numL; // 0x18
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MxU16 m_numE; // 0x1a
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MxU16 m_numN; // 0x1c
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MxU16 m_numT; // 0x1e
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map<undefined*, undefined*, LegoPathControllerComparator> m_pfsE; // 0x20
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map<undefined*, undefined*, LegoPathControllerComparator> m_unk0x30; // 0x30
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};
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