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Implement/match LegoAct2::BadEnding (#1217)
* Implement/match `LegoAct2::BadEnding` * Name some vars
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@@ -928,12 +928,24 @@ void LegoAct2::SpawnBricks()
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m_nextBrick++;
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}
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// STUB: LEGO1 0x10051f20
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// STUB: BETA10 0x10013f48
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undefined4 LegoAct2::FUN_10051f20()
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// FUNCTION: LEGO1 0x10051f20
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// FUNCTION: BETA10 0x10013f48
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MxResult LegoAct2::BadEnding()
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{
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// TODO
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return 0;
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for (MxS32 i = 0; i < (MxS32) sizeOfArray(m_bricks); i++) {
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m_bricks[i].Remove();
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}
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LegoPathActor* actor = m_unk0x1138;
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actor->SetState(LegoPathActor::c_bit3);
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m_gameState->SetUnknown0x08(104);
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m_destLocation = LegoGameState::e_infomain;
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TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
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MxTrace("Bad End of Act2\n");
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m_unk0x10c4 = 14;
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return SUCCESS;
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}
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// FUNCTION: LEGO1 0x10051fa0
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