Implement/match LegoAct2::BadEnding (#1217)

* Implement/match `LegoAct2::BadEnding`

* Name some vars
This commit is contained in:
Christian Semmler
2024-12-13 09:26:06 -07:00
committed by GitHub
parent 32392a8e55
commit de7bc813ca
4 changed files with 41 additions and 26 deletions

View File

@@ -928,12 +928,24 @@ void LegoAct2::SpawnBricks()
m_nextBrick++;
}
// STUB: LEGO1 0x10051f20
// STUB: BETA10 0x10013f48
undefined4 LegoAct2::FUN_10051f20()
// FUNCTION: LEGO1 0x10051f20
// FUNCTION: BETA10 0x10013f48
MxResult LegoAct2::BadEnding()
{
// TODO
return 0;
for (MxS32 i = 0; i < (MxS32) sizeOfArray(m_bricks); i++) {
m_bricks[i].Remove();
}
LegoPathActor* actor = m_unk0x1138;
actor->SetState(LegoPathActor::c_bit3);
m_gameState->SetUnknown0x08(104);
m_destLocation = LegoGameState::e_infomain;
TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
MxTrace("Bad End of Act2\n");
m_unk0x10c4 = 14;
return SUCCESS;
}
// FUNCTION: LEGO1 0x10051fa0