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https://github.com/isledecomp/isle.git
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Renamed more functions and variables in Car Build sections (#1605)
* Renamed variables and functions related to the Car Build sections * Car Build variable renaming - fixed issues and added enum `ShelfState` * Fixed some spacing in `legocarbuildpresenter.h` * Fixed tab spacing * Changed `m_shelfState` back to `MxU16` * Cleared up `InitBuildPlatform` * Fixed comments * Renamed more functions and variables in Car Build sections * Named `SelectPartFromMousePosition` * Updated spacing formatting in `LegoCarBuild`
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@@ -135,11 +135,11 @@ public:
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void FUN_10022f00();
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void FUN_10022f30();
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void FUN_10023130(MxLong p_x, MxLong p_y);
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void FUN_100236d0();
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void AddSelectedPartToBuild();
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undefined4 FUN_10024250(LegoEventNotificationParam* p_param);
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void FUN_100243a0();
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undefined4 FUN_10024480(MxActionNotificationParam* p_param);
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undefined4 FUN_100244e0(MxLong p_x, MxLong p_y);
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undefined4 SelectPartFromMousePosition(MxLong p_x, MxLong p_y);
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undefined4 FUN_100246e0(MxLong p_x, MxLong p_y);
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MxS32 FUN_10024850(MxLong p_x, MxLong p_y);
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undefined4 FUN_10024890(MxParam* p_param);
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@@ -182,7 +182,7 @@ private:
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MxU8 m_unk0x109; // 0x109
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MxU16 m_unk0x10a; // 0x10a
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DWORD m_unk0x10c; // 0x10c
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LegoROI* m_unk0x110; // 0x110
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LegoROI* m_selectedPart; // 0x110
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BoundingSphere m_unk0x114; // 0x114
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MxMatrix m_unk0x12c; // 0x12c
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undefined m_unk0x174; // 0x174
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@@ -200,10 +200,10 @@ private:
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MxS32 m_unk0x290[2]; // 0x290
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MxS32 m_unk0x298[2]; // 0x298
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MxFloat m_unk0x2a0; // 0x2a0
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Mx4DPointFloat m_unk0x2a4; // 0x2a4
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Mx4DPointFloat m_unk0x2bc; // 0x2bc
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MxBool m_unk0x2d4; // 0x2d4
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MxFloat m_unk0x2a0; // 0x2a0
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Mx4DPointFloat m_unk0x2a4; // 0x2a4
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Mx4DPointFloat m_unk0x2bc; // 0x2bc
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MxBool m_selectedPartIsPlaced; // 0x2d4
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// variable names verified by BETA10 0x1006b27a
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MxStillPresenter* m_ColorBook_Bitmap; // 0x2dc
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@@ -77,11 +77,11 @@ public:
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void FUN_10079050(MxS16 p_index);
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void SwapNodesByName(LegoChar* p_param1, LegoChar* p_param2);
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void InitBuildPlatform();
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void FUN_100795d0(LegoChar* p_param);
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void FUN_10079680(LegoChar* p_param);
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void HideBuildPartByName(LegoChar* p_param);
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void ShowBuildPartByName(LegoChar* p_param);
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LegoAnimNodeData* FindNodeDataByName(LegoTreeNode* p_treeNode, const LegoChar* p_name);
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LegoTreeNode* FindNodeByName(LegoTreeNode* p_treeNode, const LegoChar* p_name);
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void FUN_10079790(const LegoChar* p_name);
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void AddPartToBuildByName(const LegoChar* p_name);
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void RotateAroundYAxis(MxFloat p_angle);
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MxBool FUN_10079c30(const LegoChar* p_name);
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MxBool PartIsPlaced(const LegoChar* p_name);
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