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Refactor actor states, define enum (#1220)
* Refactor actor states, define enum * Revert * Rename `UpdateState` to `Animate`
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@@ -50,7 +50,7 @@ public:
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Act3Cop();
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void ParseAction(char* p_extra) override; // vtable+0x20
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void UpdateState(float p_time) override; // vtable+0x70
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void Animate(float p_time) override; // vtable+0x70
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MxResult HitActor(LegoPathActor*, MxBool) override; // vtable+0x94
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MxResult VTable0x9c() override; // vtable+0x9c
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@@ -78,7 +78,7 @@ public:
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~Act3Brickster() override;
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void ParseAction(char* p_extra) override; // vtable+0x20
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void UpdateState(float p_time) override; // vtable+0x70
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void Animate(float p_time) override; // vtable+0x70
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MxResult HitActor(LegoPathActor* p_actor, MxBool p_bool) override; // vtable+0x94
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void SwitchBoundary(
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LegoPathBoundary*& p_boundary,
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@@ -128,8 +128,8 @@ public:
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return "Act3Shark";
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}
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void ParseAction(char*) override; // vtable+0x20
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void UpdateState(float p_time) override; // vtable+0x70
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void ParseAction(char*) override; // vtable+0x20
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void Animate(float p_time) override; // vtable+0x70
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// LegoAnimActor vtable
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virtual MxResult FUN_10042ce0(Act3Ammo* p_ammo); // vtable+0x10
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