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Implement LegoCarBuild functions, refactor BackgroundAudioManager (#1117)
* Implement LegoCarBuild functions, refactor BackgroundAudioManager * Refactor LegoVehicleBuildState::m_animationState to enum --------- Co-authored-by: jonschz <jonschz@users.noreply.github.com>
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@@ -600,7 +600,7 @@ void IslePathActor::SpawnPlayer(LegoGameState::Area p_area, MxBool p_enter, MxU8
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MxDSAction action;
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action.SetAtomId(*g_jukeboxScript);
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action.SetObjectId(g_spawnLocations[i].m_music);
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BackgroundAudioManager()->PlayMusic(action, 5, 4);
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BackgroundAudioManager()->PlayMusic(action, 5, MxPresenter::e_repeating);
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}
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}
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}
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@@ -92,7 +92,7 @@ void JukeBoxEntity::StartAction()
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BackgroundAudioManager()->Enable(TRUE);
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}
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BackgroundAudioManager()->PlayMusic(action, 5, 4);
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BackgroundAudioManager()->PlayMusic(action, 5, MxPresenter::e_repeating);
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}
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// FUNCTION: LEGO1 0x100860f0
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@@ -115,7 +115,7 @@ void Radio::Play()
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BackgroundAudioManager()->Enable(TRUE);
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}
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BackgroundAudioManager()->PlayMusic(action, 3, 4);
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BackgroundAudioManager()->PlayMusic(action, 3, MxPresenter::e_repeating);
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m_state->SetActive(TRUE);
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}
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}
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@@ -178,7 +178,7 @@ MxLong Radio::HandleEndAction(MxEndActionNotificationParam& p_param)
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action.SetObjectId(m_state->FUN_1002d090());
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action.SetLoopCount(1);
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BackgroundAudioManager()->PlayMusic(action, 3, 4);
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BackgroundAudioManager()->PlayMusic(action, 3, MxPresenter::e_repeating);
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return 1;
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}
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