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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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@@ -1,5 +1,7 @@
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#include "legopathcontroller.h"
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#include "legopathboundary.h"
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DECOMP_SIZE_ASSERT(LegoPathController, 0x40)
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// STUB: LEGO1 0x10044f40
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@@ -65,6 +67,19 @@ MxResult LegoPathController::FUN_10046b30(LegoPathBoundary** p_path, MxS32& p_va
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return SUCCESS;
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}
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// FUNCTION: LEGO1 0x10046b50
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// FUNCTION: BETA10 0x100b7531
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LegoPathBoundary* LegoPathController::GetPathBoundary(const char* p_name)
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{
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for (MxS32 i = 0; i < m_numL; i++) {
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if (strcmpi(m_unk0x08[i].GetName(), p_name) == 0) {
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return &m_unk0x08[i];
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}
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}
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return NULL;
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}
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// STUB: LEGO1 0x10046bb0
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void LegoPathController::FUN_10046bb0(LegoWorld* p_world)
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{
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