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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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@@ -358,6 +358,23 @@ void LegoWorld::AddPath(LegoPathController* p_controller)
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m_list0x68.Append(p_controller);
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}
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// FUNCTION: LEGO1 0x10020020
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LegoPathBoundary* LegoWorld::FindPathBoundary(const char* p_name)
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{
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LegoPathControllerListCursor cursor(&m_list0x68);
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LegoPathController* controller;
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while (cursor.Next(controller)) {
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LegoPathBoundary* boundary = controller->GetPathBoundary(p_name);
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if (boundary) {
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return boundary;
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}
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}
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return NULL;
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}
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// FUNCTION: LEGO1 0x10020120
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MxResult LegoWorld::GetCurrPathInfo(LegoPathBoundary** p_path, MxS32& p_value)
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{
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