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Implement functions in Act3Actor (#1180)
* Implement Act3Actor * Minor consistency adjustments --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
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@@ -1,23 +1,87 @@
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#include "act3actors.h"
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#include "roi/legoroi.h"
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DECOMP_SIZE_ASSERT(Act3Actor, 0x178)
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// STUB: LEGO1 0x1003fa50
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// Initialized at LEGO1 0x1003fa20
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// GLOBAL: LEGO1 0x10104ef0
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Mx3DPointFloat Act3Actor::g_unk0x10104ef0 = Mx3DPointFloat(0.0, 5.0, 0.0);
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// FUNCTION: LEGO1 0x1003fa50
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Act3Actor::Act3Actor()
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{
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m_unk0x1c = 0;
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}
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// STUB: LEGO1 0x1003fb70
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MxU32 Act3Actor::VTable0x90(float, Matrix4&)
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// FUNCTION: LEGO1 0x1003fb70
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MxU32 Act3Actor::VTable0x90(float p_float, Matrix4& p_transform)
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{
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// TODO
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// Note: Code duplication with LegoExtraActor::VTable0x90
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switch (m_state & 0xff) {
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case 0:
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case 1:
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return TRUE;
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case 2:
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m_unk0x1c = p_float + 2000.0f;
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m_state = 3;
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m_actorTime += (p_float - m_lastTime) * m_worldSpeed;
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m_lastTime = p_float;
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return FALSE;
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case 3:
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assert(!m_userNavFlag);
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Vector3 positionRef(p_transform[3]);
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p_transform = m_roi->GetLocal2World();
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if (m_unk0x1c > p_float) {
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Mx3DPointFloat position;
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position = positionRef;
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positionRef.Clear();
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p_transform.RotateX(0.6);
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positionRef = position;
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m_actorTime += (p_float - m_lastTime) * m_worldSpeed;
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m_lastTime = p_float;
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VTable0x74(p_transform);
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return FALSE;
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}
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else {
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m_state = 0;
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m_unk0x1c = 0;
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((Vector3&) positionRef).Sub(g_unk0x10104ef0);
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m_roi->FUN_100a58f0(p_transform);
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m_roi->VTable0x14();
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return TRUE;
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}
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}
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return FALSE;
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}
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// STUB: LEGO1 0x1003fd90
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MxResult Act3Actor::VTable0x94(LegoPathActor*, MxBool)
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// FUNCTION: LEGO1 0x1003fd90
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MxResult Act3Actor::VTable0x94(LegoPathActor* p_actor, MxBool p_bool)
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{
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// TODO
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return 0;
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if (!p_actor->GetUserNavFlag() && p_bool) {
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if (p_actor->GetState()) {
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return FAILURE;
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}
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LegoROI* roi = p_actor->GetROI();
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MxMatrix local2world;
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local2world = roi->GetLocal2World();
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Vector3(local2world[3]).Add(g_unk0x10104ef0);
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roi->FUN_100a58f0(local2world);
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roi->VTable0x14();
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p_actor->SetState(c_bit2 | c_bit9);
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}
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return SUCCESS;
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}
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