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Implement LegoWorld::Find (#489)
* Implement LegoWorld::FUN_100213a0 * Rename lists * Rename cursors * Rename cursor * Rename functions * Remove a comment * Rename more functions * Fix return type
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@@ -398,13 +398,13 @@ void LegoGameState::SetSomeEnumState(undefined4 p_state)
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// FUNCTION: LEGO1 0x1003ceb0
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void LegoGameState::FUN_1003ceb0()
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{
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if (FindEntityByAtomIdOrEntityId(*g_isleScript, 0)) {
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if (FindWorld(*g_isleScript, 0)) {
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m_currentAct = 0;
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}
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else if (FindEntityByAtomIdOrEntityId(*g_act2mainScript, 0)) {
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else if (FindWorld(*g_act2mainScript, 0)) {
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m_currentAct = 1;
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}
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else if (FindEntityByAtomIdOrEntityId(*g_act3Script, 0)) {
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else if (FindWorld(*g_act3Script, 0)) {
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m_currentAct = 2;
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}
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else {
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@@ -99,7 +99,8 @@ void InvokeAction(Extra::ActionType p_actionId, MxAtomId& p_pAtom, int p_targetE
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// FUNCTION: LEGO1 0x1003e670
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MxBool CheckIfEntityExists(MxBool p_enable, const char* p_filename, MxS32 p_entityId)
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{
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LegoWorld* world = (LegoWorld*) FindEntityByAtomIdOrEntityId(MxAtomId(p_filename, e_lowerCase2), p_entityId);
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LegoWorld* world = FindWorld(MxAtomId(p_filename, e_lowerCase2), p_entityId);
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if (world) {
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world->VTable0x68(p_enable);
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return TRUE;
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