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Implement/match PlayCamAnim and CameraTriggerFire (#935)
* Implement/match PlayCamAnim and CameraTriggerFire * Fix type * Name var
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732de04433
@@ -498,10 +498,10 @@ void IslePathActor::SpawnPlayer(LegoGameState::Area p_area, MxBool p_und, MxU8 p
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LegoVehicleBuildState* state = NULL;
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if (p_flags & c_spawnBit1) {
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MxBool und = FALSE;
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MxBool camAnim = FALSE;
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IsleScript::Script anim;
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switch (g_spawnLocations[i].m_unk0x30) {
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switch (g_spawnLocations[i].m_location) {
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case 0x00:
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case 0x44:
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break;
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@@ -522,7 +522,7 @@ void IslePathActor::SpawnPlayer(LegoGameState::Area p_area, MxBool p_und, MxU8 p
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anim = IsleScript::c_irt007in_RunAnim;
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break;
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default:
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und = TRUE;
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camAnim = TRUE;
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break;
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}
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@@ -530,12 +530,12 @@ void IslePathActor::SpawnPlayer(LegoGameState::Area p_area, MxBool p_und, MxU8 p
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if (AnimationManager()->FUN_10060dc0(anim, NULL, TRUE, FALSE, NULL, FALSE, TRUE, TRUE, TRUE) ==
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SUCCESS) {
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state->m_unk0x4e = TRUE;
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und = FALSE;
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camAnim = FALSE;
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}
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}
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if (und) {
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FUN_1003ecc0(this, 0, g_spawnLocations[i].m_unk0x30, TRUE);
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if (camAnim) {
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PlayCamAnim(this, 0, g_spawnLocations[i].m_location, TRUE);
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}
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}
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