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Implement/match Act1State::RemoveActors (#1132)
* Implement/match Act1State::RemoveActors * Fix annotation
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@@ -302,7 +302,7 @@ MxResult LegoGameState::DeleteState()
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m_stateArray = NULL;
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for (MxS32 count = 0; count < stateCount; count++) {
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if (!stateArray[count]->SetFlag() && stateArray[count]->IsSerializable()) {
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if (!stateArray[count]->Reset() && stateArray[count]->IsSerializable()) {
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delete stateArray[count];
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}
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else {
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@@ -780,7 +780,7 @@ void LegoGameState::StopArea(Area p_area)
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inline void LoadIsle()
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{
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LegoWorld* world = FindWorld(*g_isleScript, 0);
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LegoWorld* world = FindWorld(*g_isleScript, IsleScript::c__Isle);
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if (world != NULL) {
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if (!world->GetUnknown0xd0Empty()) {
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NotificationManager()->Send(world, MxNotificationParam(c_notificationType20, NULL));
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@@ -957,7 +957,7 @@ void LegoGameState::SwitchArea(Area p_area)
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InvokeAction(Extra::ActionType::e_opendisk, *g_racecarScript, RacecarScript::c__StartUp, NULL);
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break;
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case e_act2main: {
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LegoWorld* act2main = FindWorld(*g_act2mainScript, 0);
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LegoWorld* act2main = FindWorld(*g_act2mainScript, Act2mainScript::c__Act2Main);
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if (act2main == NULL) {
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InvokeAction(Extra::ActionType::e_opendisk, *g_act2mainScript, Act2mainScript::c__Act2Main, NULL);
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@@ -969,7 +969,7 @@ void LegoGameState::SwitchArea(Area p_area)
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break;
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}
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case e_act3script: {
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LegoWorld* act3 = FindWorld(*g_act3Script, 0);
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LegoWorld* act3 = FindWorld(*g_act3Script, Act3Script::c__Act3);
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if (act3 == NULL) {
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InvokeAction(Extra::ActionType::e_opendisk, *g_act3Script, Act3Script::c__Act3, NULL);
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@@ -1105,7 +1105,7 @@ void LegoGameState::Init()
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SetCurrentAct(e_act1);
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if (m_loadedAct == e_act1) {
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Isle* isle = (Isle*) FindWorld(*g_isleScript, 0);
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Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
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Helicopter* copter = (Helicopter*) isle->Find(*g_copterScript, CopterScript::c_Helicopter_Actor);
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if (copter) {
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@@ -1215,13 +1215,13 @@ void LegoGameState::SetCurrentAct(Act p_currentAct)
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// FUNCTION: LEGO1 0x1003ceb0
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void LegoGameState::FindLoadedAct()
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{
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if (FindWorld(*g_isleScript, 0)) {
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if (FindWorld(*g_isleScript, IsleScript::c__Isle)) {
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m_loadedAct = e_act1;
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}
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else if (FindWorld(*g_act2mainScript, 0)) {
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else if (FindWorld(*g_act2mainScript, Act2mainScript::c__Act2Main)) {
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m_loadedAct = e_act2;
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}
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else if (FindWorld(*g_act3Script, 0)) {
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else if (FindWorld(*g_act3Script, Act3Script::c__Act3)) {
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m_loadedAct = e_act3;
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}
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else {
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