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Add macro for switchable building index (#1596)
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@@ -227,6 +227,8 @@ LegoBuildingInfo g_buildingInfo[16];
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// GLOBAL: LEGO1 0x100f3748
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// GLOBAL: LEGO1 0x100f3748
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MxS32 LegoBuildingManager::g_maxMove[16] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 0};
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MxS32 LegoBuildingManager::g_maxMove[16] = {0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 0};
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#define HAUS1_INDEX 12
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// FUNCTION: LEGO1 0x1002f8b0
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// FUNCTION: LEGO1 0x1002f8b0
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void LegoBuildingManager::configureLegoBuildingManager(MxS32 p_buildingManagerConfig)
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void LegoBuildingManager::configureLegoBuildingManager(MxS32 p_buildingManagerConfig)
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{
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{
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@@ -461,7 +463,7 @@ MxBool LegoBuildingManager::SwitchVariant(LegoEntity* p_entity)
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roi->SetVisibility(FALSE);
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roi->SetVisibility(FALSE);
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info->m_variant = g_buildingInfoVariants[m_nextVariant];
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info->m_variant = g_buildingInfoVariants[m_nextVariant];
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CreateBuilding(12, CurrentWorld());
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CreateBuilding(HAUS1_INDEX, CurrentWorld());
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if (info->m_entity != NULL) {
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if (info->m_entity != NULL) {
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info->m_entity->GetROI()->SetVisibility(TRUE);
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info->m_entity->GetROI()->SetVisibility(TRUE);
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