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Rename LegoPathActor::VTable0x70
to UpdateState
(#1219)
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parent
263d7d1e4f
commit
ce3f71ea0f
@@ -34,13 +34,13 @@ Act3Actor::Act3Actor()
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MxU32 Act3Actor::VTable0x90(float p_time, Matrix4& p_transform)
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{
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// Note: Code duplication with LegoExtraActor::VTable0x90
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switch (m_state & 0xff) {
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switch (m_actorFlags & 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_time + 2000.0f;
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m_state = 3;
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m_actorFlags = 3;
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m_actorTime += (p_time - m_lastTime) * m_worldSpeed;
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m_lastTime = p_time;
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return FALSE;
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@@ -65,7 +65,7 @@ MxU32 Act3Actor::VTable0x90(float p_time, Matrix4& 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_actorFlags = 0;
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m_unk0x1c = 0;
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positionRef -= g_unk0x10104ef0;
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@@ -82,7 +82,7 @@ MxU32 Act3Actor::VTable0x90(float p_time, Matrix4& p_transform)
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MxResult Act3Actor::HitActor(LegoPathActor* p_actor, MxBool p_bool)
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{
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if (!p_actor->GetUserNavFlag() && p_bool) {
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if (p_actor->GetState()) {
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if (p_actor->GetActorFlags()) {
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return FAILURE;
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}
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@@ -96,7 +96,7 @@ MxResult Act3Actor::HitActor(LegoPathActor* p_actor, MxBool p_bool)
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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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p_actor->SetActorFlags(c_bit2 | c_noCollide);
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}
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return SUCCESS;
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@@ -108,7 +108,7 @@ Act3Cop::Act3Cop()
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{
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m_unk0x20 = -1.0f;
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m_world = NULL;
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SetState(c_disable);
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SetActorFlags(c_disable);
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}
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// FUNCTION: LEGO1 0x1003ff70
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@@ -154,7 +154,7 @@ void Act3Cop::ParseAction(char* p_extra)
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}
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// STUB: LEGO1 0x100401f0
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void Act3Cop::VTable0x70(float p_time)
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void Act3Cop::UpdateState(float p_time)
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{
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// TODO
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}
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@@ -194,7 +194,7 @@ Act3Brickster::Act3Brickster()
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m_unk0x24 = 0.0f;
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m_unk0x54 = 0;
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SetState(c_disable);
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SetActorFlags(c_disable);
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m_unk0x58 = 0;
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m_unk0x3c.Clear();
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@@ -227,7 +227,7 @@ void Act3Brickster::ParseAction(char* p_extra)
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}
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// STUB: LEGO1 0x10041050
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void Act3Brickster::VTable0x70(float p_time)
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void Act3Brickster::UpdateState(float p_time)
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{
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// TODO
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}
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@@ -315,7 +315,7 @@ MxResult Act3Shark::FUN_10042ce0(Act3Ammo* p_ammo)
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}
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// STUB: LEGO1 0x10042d40
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void Act3Shark::VTable0x70(float p_time)
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void Act3Shark::UpdateState(float p_time)
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{
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// TODO
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}
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