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Implement LegoCharacterManager::CreateROI (#709)
* WIP * Create globals * Add Read * Name Init * Add LegoCharacter init data * Add define for NULL * Use MxS8 * Add LegoCharacterLOD * WIP CreateROI * Fix * WIP * Match * Match * Match, implement Find * Fix MeshBuilder * Fix * space
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LEGO1/lego/legoomni/include/legocharacters.h
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51
LEGO1/lego/legoomni/include/legocharacters.h
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#ifndef LEGOCHARACTERS_H
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#define LEGOCHARACTERS_H
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#include "decomp.h"
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#include "mxtypes.h"
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class LegoActor;
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class LegoROI;
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// SIZE 0x108
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struct LegoCharacterData {
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// SIZE 0x18
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struct Part {
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MxU8* m_unk0x00; // 0x00
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const char** m_unk0x04; // 0x04
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MxU8 m_unk0x08; // 0x08
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MxU8* m_unk0x0c; // 0x0c
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const char** m_unk0x10; // 0x10
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MxU8 m_unk0x14; // 0x14
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};
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char* m_name; // 0x00
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LegoROI* m_roi; // 0x04
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LegoActor* m_actor; // 0x08
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MxS32 m_unk0x0c; // 0x0c
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MxS32 m_unk0x10; // 0x10
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MxU8 m_unk0x14; // 0x14
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Part m_parts[10]; // 0x18
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};
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// SIZE 0x58
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struct LegoCharacterLOD {
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enum {
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c_flag1 = 0x01,
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c_flag2 = 0x02
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};
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const char* m_name; // 0x00
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const char* m_parentName; // 0x04
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MxU32 m_flags; // 0x08
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float m_boundingSphere[4]; // 0x0c
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float m_boundingBox[6]; // 0x1c
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float m_position[3]; // 0x34
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float m_direction[3]; // 0x40
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float m_up[3]; // 0x4c
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};
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extern LegoCharacterData g_characterDataInit[66];
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extern LegoCharacterLOD g_characterLODs[11];
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#endif // LEGOCHARACTERS_H
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