Refactor actor states, define enum (#1220)

* Refactor actor states, define enum

* Revert

* Rename `UpdateState` to `Animate`
This commit is contained in:
Christian Semmler
2024-12-13 12:30:50 -07:00
committed by GitHub
parent ce3f71ea0f
commit 6da2faa48c
44 changed files with 161 additions and 153 deletions

View File

@@ -177,7 +177,7 @@ MxResult LegoAct2::Tickle()
m_unk0x10c4 = 1;
break;
case 1:
((LegoPathActor*) m_pepper->GetEntity())->SetActorFlags(LegoPathActor::c_disable);
((LegoPathActor*) m_pepper->GetEntity())->SetActorState(LegoPathActor::c_disabled);
switch (rand() % 3) {
case 0:
@@ -336,7 +336,7 @@ MxLong LegoAct2::Notify(MxParam& p_param)
m_unk0x10c4 = 14;
m_unk0x10d0 = 0;
((LegoPathActor*) m_pepper->GetEntity())->SetActorFlags(LegoPathActor::c_disable);
((LegoPathActor*) m_pepper->GetEntity())->SetActorState(LegoPathActor::c_disabled);
}
break;
case c_notificationTransitioned:
@@ -417,7 +417,7 @@ MxLong LegoAct2::HandleEndAction(MxEndActionNotificationParam& p_param)
m_unk0x10d0 = 0;
FUN_10052560(Act2mainScript::c_tra045la_RunAnim, TRUE, TRUE, NULL, NULL, NULL);
((LegoPathActor*) m_pepper->GetEntity())->SetActorFlags(LegoPathActor::c_disable);
((LegoPathActor*) m_pepper->GetEntity())->SetActorState(LegoPathActor::c_disabled);
AnimationManager()->EnableCamAnims(TRUE);
AnimationManager()->FUN_1005f6d0(TRUE);
AnimationManager()->FUN_100604f0(g_unk0x100f4428, sizeOfArray(g_unk0x100f4428));
@@ -450,7 +450,7 @@ MxLong LegoAct2::HandleEndAction(MxEndActionNotificationParam& p_param)
m_unk0x10c4 = 13;
SpawnBricks();
PlayMusic(JukeboxScript::c_BrickHunt);
((LegoPathActor*) m_pepper->GetEntity())->SetActorFlags(0);
((LegoPathActor*) m_pepper->GetEntity())->SetActorState(LegoPathActor::c_initial);
break;
}
case 14:
@@ -602,7 +602,7 @@ MxLong LegoAct2::HandlePathStruct(LegoPathStructNotificationParam& p_param)
{
if (m_unk0x10c4 == 5 && p_param.GetData() == 0x32) {
LegoPathActor* actor = (LegoPathActor*) m_pepper->GetEntity();
actor->SetActorFlags(LegoPathActor::c_disable);
actor->SetActorState(LegoPathActor::c_disabled);
actor->SetWorldSpeed(0.0f);
FUN_10051900();
@@ -630,7 +630,7 @@ MxLong LegoAct2::HandlePathStruct(LegoPathStructNotificationParam& p_param)
FUN_10051fa0(p_param.GetData());
}
else if (m_unk0x10c4 == 10 && p_param.GetData() == 0x165) {
((LegoPathActor*) m_pepper->GetEntity())->SetActorFlags(LegoPathActor::c_disable);
((LegoPathActor*) m_pepper->GetEntity())->SetActorState(LegoPathActor::c_disabled);
if (FUN_10052560(Act2mainScript::c_VOhide_PlayWav, FALSE, TRUE, NULL, NULL, NULL) == SUCCESS) {
m_unk0x1140 = Act2mainScript::c_VOhide_PlayWav;
@@ -746,7 +746,7 @@ void LegoAct2::FUN_10051960()
roi->SetVisibility(FALSE);
}
((LegoPathActor*) m_pepper->GetEntity())->SetActorFlags(0);
((LegoPathActor*) m_pepper->GetEntity())->SetActorState(LegoPathActor::c_initial);
}
// FUNCTION: LEGO1 0x100519c0
@@ -937,7 +937,7 @@ MxResult LegoAct2::BadEnding()
}
LegoPathActor* actor = m_unk0x1138;
actor->SetActorFlags(LegoPathActor::c_disable);
actor->SetActorState(LegoPathActor::c_disabled);
m_gameState->SetUnknown0x08(104);
m_destLocation = LegoGameState::e_infomain;