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Refactor actor states, define enum (#1220)
* Refactor actor states, define enum * Revert * Rename `UpdateState` to `Animate`
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@@ -65,7 +65,7 @@ MxFloat Doors::VTable0xcc(float p_time)
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// FUNCTION: LEGO1 0x10066250
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// FUNCTION: BETA10 0x10026a45
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void Doors::UpdateState(float p_time)
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void Doors::Animate(float p_time)
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{
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assert(m_ltDoor && m_rtDoor);
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@@ -75,7 +75,7 @@ void Doors::UpdateState(float p_time)
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switch (m_unk0x154) {
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case 0:
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m_unk0x154 = 1;
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m_actorFlags = 0;
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m_actorState = c_initial;
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break;
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case 1:
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break;
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@@ -108,7 +108,7 @@ void Doors::UpdateState(float p_time)
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m_ltDoor->VTable0x14();
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m_rtDoor->VTable0x14();
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m_unk0x154 = 1;
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m_actorFlags = 0;
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m_actorState = c_initial;
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m_unk0x1f4 = 0;
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}
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}
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