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Implement LegoAct2::Tickle() and others (#1168)
* Implement `LegoAct2::Tickle()` and others * Fix decomplint errors * Minor cleanup * Address review comments --------- Co-authored-by: jonschz <jonschz@users.noreply.github.com>
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@@ -67,6 +67,13 @@ void Act2Actor::SetWorldSpeed(MxFloat p_worldSpeed)
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m_unk0x44 = 0;
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}
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// STUB: LEGO1 0x10019520
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// STUB: BETA10 0x1000d4d6
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void Act2Actor::FUN_10019520()
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{
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// TODO
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}
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// STUB: LEGO1 0x100195a0
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MxS32 Act2Actor::VTable0xa0()
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{
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@@ -133,7 +133,7 @@ MxLong Helicopter::HandleClick()
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((Isle*) CurrentWorld())->SetDestLocation(LegoGameState::e_copter);
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FUN_10015820(TRUE, 0);
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TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, TRUE);
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SetState(4);
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SetState(LegoPathActor::c_bit3);
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PlayMusic(JukeboxScript::c_Jail_Music);
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break;
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case LegoGameState::e_act2:
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@@ -206,7 +206,7 @@ MxLong Helicopter::HandleControl(LegoControlManagerNotificationParam& p_param)
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m_state->SetUnknown8(3);
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m_world->RemoveActor(this);
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InvokeAction(Extra::ActionType::e_start, script, IsleScript::c_HelicopterLand_Anim, NULL);
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SetState(4);
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SetState(LegoPathActor::c_bit3);
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}
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ret = 1;
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break;
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