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Implement/match IslePathActor::Exit (#997)
* Implement/match IslePathActor::Exit * Name * Name * Partially fix vector interface * Revert "Partially fix vector interface" This reverts commit6e7a1e2b08. * Revert "Revert "Partially fix vector interface"" This reverts commite3860e3c9f. * Fix * Remove some COMPAT_MODE
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@@ -29,7 +29,7 @@ MxLong InfoCenterEntity::VTable0x50(MxParam& p_param)
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switch (GameState()->GetCurrentAct()) {
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case LegoGameState::Act::e_act1: {
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if (CurrentActor()->GetActorId() != GameState()->GetActorId()) {
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((IslePathActor*) CurrentActor())->VTable0xe4();
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((IslePathActor*) CurrentActor())->Exit();
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}
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Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
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@@ -71,7 +71,7 @@ MxLong GasStationEntity::VTable0x50(MxParam& p_param)
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state->SetUnknown18(0);
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if (CurrentActor()->GetActorId() != GameState()->GetActorId()) {
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((IslePathActor*) CurrentActor())->VTable0xe4();
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((IslePathActor*) CurrentActor())->Exit();
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}
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Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
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@@ -95,7 +95,7 @@ MxLong HospitalEntity::VTable0x50(MxParam& p_param)
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act1State->SetUnknown18(0);
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if (CurrentActor()->GetActorId() != GameState()->GetActorId()) {
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((IslePathActor*) CurrentActor())->VTable0xe4();
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((IslePathActor*) CurrentActor())->Exit();
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}
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Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
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@@ -119,7 +119,7 @@ MxLong PoliceEntity::VTable0x50(MxParam& p_param)
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state->SetUnknown18(0);
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if (CurrentActor()->GetActorId() != GameState()->GetActorId()) {
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((IslePathActor*) CurrentActor())->VTable0xe4();
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((IslePathActor*) CurrentActor())->Exit();
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}
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Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
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@@ -141,7 +141,7 @@ MxLong BeachHouseEntity::VTable0x50(MxParam& p_param)
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state->SetUnknown18(0);
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if (CurrentActor()->GetActorId() != GameState()->GetActorId()) {
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((IslePathActor*) CurrentActor())->VTable0xe4();
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((IslePathActor*) CurrentActor())->Exit();
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}
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Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
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@@ -162,7 +162,7 @@ MxLong RaceStandsEntity::VTable0x50(MxParam& p_param)
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state->SetUnknown18(0);
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if (CurrentActor()->GetActorId() != GameState()->GetActorId()) {
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((IslePathActor*) CurrentActor())->VTable0xe4();
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((IslePathActor*) CurrentActor())->Exit();
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}
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Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
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