Order symbols until end of LegoGameState (#1340)

* Order `Ambulance`

* More ordering

* Order until `LegoGameState`

* Move
This commit is contained in:
Christian Semmler
2025-01-16 19:42:38 -07:00
committed by GitHub
parent e8c856c585
commit e1ce96c473
18 changed files with 290 additions and 338 deletions

View File

@@ -3,9 +3,10 @@
#include "3dmanager/lego3dmanager.h"
#include "legoactors.h"
#include "legoanimactor.h"
#include "legobuildingmanager.h"
#include "legoextraactor.h"
#include "legogamestate.h"
#include "legovariables.h"
#include "legoplantmanager.h"
#include "legovideomanager.h"
#include "misc.h"
#include "misc/legocontainer.h"
@@ -21,6 +22,7 @@
DECOMP_SIZE_ASSERT(LegoCharacter, 0x08)
DECOMP_SIZE_ASSERT(LegoCharacterManager, 0x08)
DECOMP_SIZE_ASSERT(CustomizeAnimFileVariable, 0x24)
// GLOBAL: LEGO1 0x100fc4d0
MxU32 LegoCharacterManager::g_maxMove = 4;
@@ -1086,3 +1088,21 @@ LegoROI* LegoCharacterManager::FUN_10085a80(const char* p_name, const char* p_lo
{
return CreateAutoROI(p_name, p_lodName, p_createEntity);
}
// FUNCTION: LEGO1 0x10085aa0
CustomizeAnimFileVariable::CustomizeAnimFileVariable(const char* p_key)
{
m_key = p_key;
m_key.ToUpperCase();
}
// FUNCTION: LEGO1 0x10085b50
void CustomizeAnimFileVariable::SetValue(const char* p_value)
{
// STRING: LEGO1 0x100fc4f4
if (strcmp(m_key.GetData(), "CUSTOMIZE_ANIM_FILE") == 0) {
CharacterManager()->SetCustomizeAnimFile(p_value);
PlantManager()->SetCustomizeAnimFile(p_value);
BuildingManager()->SetCustomizeAnimFile(p_value);
}
}