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Refactor actor states, define enum (#1220)
* Refactor actor states, define enum * Revert * Rename `UpdateState` to `Animate`
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@@ -22,9 +22,16 @@ extern const char* g_strHIT_WALL_SOUND;
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// SIZE 0x154
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class LegoPathActor : public LegoActor {
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public:
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enum {
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c_bit2 = 0x02,
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c_disable = 0x04,
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enum ActorState {
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// States
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c_initial = 0,
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c_one = 1,
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c_two = 2,
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c_three = 3,
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c_disabled = 4,
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c_maxState = 255,
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// Flags
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c_noCollide = 0x100
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};
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@@ -54,7 +61,7 @@ public:
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float p_f2,
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Vector3& p_v3
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); // vtable+0x6c
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virtual void UpdateState(float p_time); // vtable+0x70
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virtual void Animate(float p_time); // vtable+0x70
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virtual void VTable0x74(Matrix4& p_transform); // vtable+0x74
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// FUNCTION: LEGO1 0x10002d20
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@@ -133,7 +140,7 @@ public:
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LegoPathBoundary* GetBoundary() { return m_boundary; }
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// FUNCTION: BETA10 0x1001c860
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MxU32 GetActorFlags() { return m_actorFlags; }
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MxU32 GetActorState() { return m_actorState; }
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LegoPathController* GetController() { return m_pathController; }
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MxBool GetCollideBox() { return m_collideBox; }
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@@ -143,7 +150,7 @@ public:
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void SetBoundary(LegoPathBoundary* p_boundary) { m_boundary = p_boundary; }
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// FUNCTION: BETA10 0x10013430
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void SetActorFlags(MxU32 p_actorFlags) { m_actorFlags = p_actorFlags; }
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void SetActorState(MxU32 p_actorState) { m_actorState = p_actorState; }
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void SetController(LegoPathController* p_pathController) { m_pathController = p_pathController; }
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void SetLastTime(MxFloat p_lastTime) { m_lastTime = p_lastTime; }
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@@ -173,7 +180,7 @@ protected:
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MxFloat m_lastTime; // 0x84
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LegoPathBoundary* m_boundary; // 0x88
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LegoUnknown m_unk0x8c; // 0x8c
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MxU32 m_actorFlags; // 0xdc
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MxU32 m_actorState; // 0xdc
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LegoUnknown100db7f4* m_destEdge; // 0xe0
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MxFloat m_unk0xe4; // 0xe4
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MxBool m_collideBox; // 0xe8
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