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Implement/match LegoAnimationManager::FUN_10062e20 (#967)
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@@ -286,7 +286,7 @@ MxResult LegoWorld::PlaceActor(
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LegoPathController* controller;
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while (cursor.Next(controller)) {
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if (controller->FUN_10045c20(p_actor, p_name, p_src, p_srcScale, p_dest, p_destScale) == SUCCESS) {
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if (controller->PlaceActor(p_actor, p_name, p_src, p_srcScale, p_dest, p_destScale) == SUCCESS) {
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return SUCCESS;
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}
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}
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@@ -295,13 +295,13 @@ MxResult LegoWorld::PlaceActor(
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}
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// FUNCTION: LEGO1 0x1001fa70
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MxResult LegoWorld::AddPathActor(LegoPathActor* p_actor)
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MxResult LegoWorld::PlaceActor(LegoPathActor* p_actor)
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{
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LegoPathControllerListCursor cursor(&m_list0x68);
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LegoPathController* controller;
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while (cursor.Next(controller)) {
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if (controller->AddActor(p_actor) == SUCCESS) {
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if (controller->PlaceActor(p_actor) == SUCCESS) {
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return SUCCESS;
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}
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}
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@@ -310,7 +310,7 @@ MxResult LegoWorld::AddPathActor(LegoPathActor* p_actor)
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}
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// FUNCTION: LEGO1 0x1001fb70
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MxResult LegoWorld::FUN_1001fb70(
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MxResult LegoWorld::PlaceActor(
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LegoPathActor* p_actor,
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LegoAnimPresenter* p_presenter,
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Vector3& p_position,
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@@ -321,7 +321,7 @@ MxResult LegoWorld::FUN_1001fb70(
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LegoPathController* controller;
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while (cursor.Next(controller)) {
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if (controller->FUN_10046050(p_actor, p_presenter, p_position, p_direction) == SUCCESS) {
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if (controller->PlaceActor(p_actor, p_presenter, p_position, p_direction) == SUCCESS) {
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return SUCCESS;
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}
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}
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@@ -330,7 +330,7 @@ MxResult LegoWorld::FUN_1001fb70(
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}
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// FUNCTION: LEGO1 0x1001fc80
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void LegoWorld::RemovePathActor(LegoPathActor* p_actor)
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void LegoWorld::RemoveActor(LegoPathActor* p_actor)
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{
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LegoPathControllerListCursor cursor(&m_list0x68);
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LegoPathController* controller;
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@@ -502,7 +502,7 @@ void LegoWorld::Remove(MxCore* p_object)
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}
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else if (p_object->IsA("MxEntity")) {
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if (p_object->IsA("LegoPathActor")) {
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RemovePathActor((LegoPathActor*) p_object);
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RemoveActor((LegoPathActor*) p_object);
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}
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if (m_entityList) {
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@@ -703,7 +703,7 @@ void LegoWorld::Enable(MxBool p_enable)
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LegoPathActor* actor = CurrentActor();
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if (actor) {
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RemovePathActor(actor);
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RemoveActor(actor);
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}
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AnimationManager()->Reset(FALSE);
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