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Refactor actor states, define enum (#1220)
* Refactor actor states, define enum * Revert * Rename `UpdateState` to `Animate`
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@@ -426,7 +426,7 @@ MxLong Act3::Notify(MxParam& p_param)
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VideoManager()->Get3DManager()->SetFrustrum(45.0f, 0.1f, 125.0f);
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m_brickster->SetWorldSpeed(5.0f);
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m_brickster->SetActorFlags(0);
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m_brickster->SetActorState(LegoPathActor::c_initial);
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assert(BackgroundAudioManager());
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action.SetAtomId(*g_jukeboxScript);
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@@ -435,11 +435,11 @@ MxLong Act3::Notify(MxParam& p_param)
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BackgroundAudioManager()->PlayMusic(action, 5, MxPresenter::e_repeating);
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m_brickster->FUN_100417c0();
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m_cop1->SetActorFlags(0);
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m_cop1->SetActorState(LegoPathActor::c_initial);
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m_cop1->SetWorldSpeed(2.0f);
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m_cop1->VTable0xa8();
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m_cop2->SetActorFlags(0);
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m_cop2->SetActorState(LegoPathActor::c_initial);
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m_cop2->SetWorldSpeed(2.0f);
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m_cop2->VTable0xa8();
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@@ -592,9 +592,9 @@ void Act3::GoodEnding(const Matrix4& p_destination)
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{
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assert(m_cop1 && m_cop2 && m_brickster && m_state);
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m_cop1->SetActorFlags(LegoPathActor::c_disable);
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m_cop2->SetActorFlags(LegoPathActor::c_disable);
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m_brickster->SetActorFlags(LegoPathActor::c_disable);
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m_cop1->SetActorState(LegoPathActor::c_disabled);
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m_cop2->SetActorState(LegoPathActor::c_disabled);
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m_brickster->SetActorState(LegoPathActor::c_disabled);
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m_unk0x4220.Clear();
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m_copter->FUN_10004640(p_destination);
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