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Plug all leaks when moving around in the Information Center. This does not include: - loading a save game - starting a new game - selecting a LEGO character and enter the world - launching a paper plane on the observation deck
63 lines
1.4 KiB
C++
63 lines
1.4 KiB
C++
#include "impl.h"
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#include <assert.h>
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using namespace TglImpl;
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DECOMP_SIZE_ASSERT(Light, 0x04);
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DECOMP_SIZE_ASSERT(LightImpl, 0x08);
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// FUNCTION: LEGO1 0x100a3770
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// FUNCTION: BETA10 0x1016f630
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void* LightImpl::ImplementationDataPtr()
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{
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return reinterpret_cast<void*>(&m_data);
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}
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// FUNCTION: BETA10 0x1016f6e0
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inline Result LightSetTransformation(IDirect3DRMFrame2* pLight, FloatMatrix4& matrix)
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{
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D3DRMMATRIX4D helper;
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D3DRMMATRIX4D* d3dMatrix = Translate(matrix, helper);
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return ResultVal(pLight->AddTransform(D3DRMCOMBINE_REPLACE, *d3dMatrix));
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}
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// FUNCTION: LEGO1 0x100a3780
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// FUNCTION: BETA10 0x1016f680
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Result LightImpl::SetTransformation(FloatMatrix4& matrix)
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{
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assert(m_data);
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return LightSetTransformation(m_data, matrix);
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}
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// FUNCTION: BETA10 0x1016f860
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inline Result LightSetColor(IDirect3DRMFrame2* pLight, float r, float g, float b)
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{
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IDirect3DRMLightArray* lights;
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IDirect3DRMLight* light;
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Result result = ResultVal(pLight->GetLights(&lights));
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assert(Succeeded(result));
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assert(lights->GetSize() == 1);
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result = ResultVal(lights->GetElement(0, &light));
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assert(Succeeded(result));
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lights->Release();
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result = ResultVal(light->SetColorRGB(r, g, b));
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light->Release();
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return result;
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}
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// FUNCTION: LEGO1 0x100a37e0
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// FUNCTION: BETA10 0x1016f7f0
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Result LightImpl::SetColor(float r, float g, float b)
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{
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assert(m_data);
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return LightSetColor(m_data, r, g, b);
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}
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