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Implement/match LegoPathActor::ParseAction (#946)
* Implement/match LegoPathActor::ParseAction * Fix naming * Space
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db90807d53
@@ -172,7 +172,7 @@ void LegoGameState::SetActor(MxU8 p_actorId)
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m_actorId = p_actorId;
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}
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IslePathActor* oldActor = CurrentActor();
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LegoPathActor* oldActor = CurrentActor();
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SetCurrentActor(NULL);
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IslePathActor* newActor = new IslePathActor();
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@@ -199,7 +199,7 @@ void LegoGameState::SetActor(MxU8 p_actorId)
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// FUNCTION: LEGO1 0x10039910
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void LegoGameState::RemoveActor()
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{
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IslePathActor* actor = CurrentActor();
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LegoPathActor* actor = CurrentActor();
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SetCurrentActor(NULL);
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delete actor;
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m_actorId = 0;
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@@ -209,7 +209,7 @@ void LegoGameState::RemoveActor()
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void LegoGameState::ResetROI()
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{
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if (m_actorId) {
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IslePathActor* actor = CurrentActor();
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LegoPathActor* actor = CurrentActor();
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if (actor) {
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LegoROI* roi = actor->GetROI();
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@@ -906,11 +906,12 @@ void LegoGameState::SwitchArea(Area p_area)
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AnimationManager()->Resume();
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}
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CurrentActor()->SpawnPlayer(
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p_area,
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TRUE,
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IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
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);
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((IslePathActor*) CurrentActor())
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->SpawnPlayer(
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p_area,
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TRUE,
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IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
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);
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break;
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}
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case e_hospital:
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@@ -922,11 +923,12 @@ void LegoGameState::SwitchArea(Area p_area)
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SetCameraControllerFromIsle();
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CurrentActor()->ResetWorldTransform(TRUE);
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AnimationManager()->Resume();
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CurrentActor()->SpawnPlayer(
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p_area,
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TRUE,
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IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
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);
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((IslePathActor*) CurrentActor())
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->SpawnPlayer(
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p_area,
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TRUE,
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IslePathActor::c_spawnBit1 | IslePathActor::c_playMusic | IslePathActor::c_spawnBit3
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);
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break;
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case e_police:
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VideoManager()->SetUnk0x554(TRUE);
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