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Refactor JukeBox, add enum for music (#988)
* Refactor JukeBox, add enum for music * add BETA annotation * Fix BETA annotation * Fix BETA annotation * Fix
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@@ -55,37 +55,37 @@ void JukeBoxEntity::StartAction()
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MxDSAction action;
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BackgroundAudioManager()->Stop();
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JukeBoxState* state = (JukeBoxState*) GameState()->GetState("JukeBoxState");
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state->SetActive(TRUE);
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state->m_active = TRUE;
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switch (state->GetState()) {
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case 0:
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switch (state->m_music) {
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case JukeBoxState::e_pasquell:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz001bd_RunAnim, NULL);
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GameState()->SetUnknown0x41c(JukeboxScript::c_JBMusic1);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic1;
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break;
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case 1:
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case JukeBoxState::e_right:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz006bd_RunAnim, NULL);
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GameState()->SetUnknown0x41c(JukeboxScript::c_JBMusic2);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic2;
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break;
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case 2:
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case JukeBoxState::e_decal:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz003bd_RunAnim, NULL);
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GameState()->SetUnknown0x41c(JukeboxScript::c_JBMusic3);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic3;
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break;
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case 3:
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case JukeBoxState::e_wallis:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz002bd_RunAnim, NULL);
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GameState()->SetUnknown0x41c(JukeboxScript::c_JBMusic4);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic4;
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break;
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case 4:
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case JukeBoxState::e_nelson:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz007bd_RunAnim, NULL);
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GameState()->SetUnknown0x41c(JukeboxScript::c_JBMusic5);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic5;
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break;
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case 5:
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case JukeBoxState::e_torpedos:
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InvokeAction(Extra::e_start, *g_isleScript, IsleScript::c_npz004bd_RunAnim, NULL);
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GameState()->SetUnknown0x41c(JukeboxScript::c_JBMusic6);
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GameState()->m_jukeboxMusic = JukeboxScript::c_JBMusic6;
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break;
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}
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action.SetAtomId(*g_jukeboxScript);
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action.SetObjectId(GameState()->GetUnknown0x41c());
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action.SetObjectId(GameState()->m_jukeboxMusic);
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m_audioEnabled = BackgroundAudioManager()->GetEnabled();
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if (!m_audioEnabled) {
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@@ -100,30 +100,30 @@ void JukeBoxEntity::StopAction(JukeboxScript::Script p_script)
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{
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JukeBoxState* state = (JukeBoxState*) GameState()->GetState("JukeBoxState");
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if (state && state->IsActive()) {
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if (state && state->m_active) {
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switch (p_script) {
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case JukeboxScript::c_JBMusic1:
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state->SetActive(FALSE);
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz001bd_RunAnim, NULL);
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break;
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case JukeboxScript::c_JBMusic2:
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state->SetActive(FALSE);
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz006bd_RunAnim, NULL);
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break;
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case JukeboxScript::c_JBMusic3:
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state->SetActive(FALSE);
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz003bd_RunAnim, NULL);
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break;
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case JukeboxScript::c_JBMusic4:
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state->SetActive(FALSE);
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz002bd_RunAnim, NULL);
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break;
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case JukeboxScript::c_JBMusic5:
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state->SetActive(FALSE);
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz007bd_RunAnim, NULL);
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break;
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case JukeboxScript::c_JBMusic6:
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state->SetActive(FALSE);
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state->m_active = FALSE;
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InvokeAction(Extra::e_stop, *g_isleScript, IsleScript::c_npz004bd_RunAnim, NULL);
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break;
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}
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