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Implement Act2Actor::VTable0xa0
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@ -2,6 +2,7 @@
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#define ACT2ACTOR_H
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#include "legoanimactor.h"
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#include "legopathedgecontainer.h"
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// VTABLE: LEGO1 0x100d6078 LegoPathActor
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// VTABLE: LEGO1 0x100d6148 LegoAnimActor
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@ -27,6 +28,7 @@ class Act2Actor : public LegoAnimActor {
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MxS32 VTable0xa0() override; // vtable+0xa0
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void FUN_10019520();
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void FUN_100192a0(undefined4 p_param);
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// SYNTHETIC: LEGO1 0x1001a0a0
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// Act2Actor::`scalar deleting destructor'
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@ -37,7 +39,7 @@ class Act2Actor : public LegoAnimActor {
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private:
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undefined m_unk0x1c; // 0x1c
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undefined m_unk0x1d; // 0x1d
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MxS8 m_unk0x1d; // 0x1d
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undefined m_unk0x1e; // 0x1e
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MxBool m_unk0x1f; // 0x1f
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undefined4 m_unk0x20; // 0x20
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@ -50,7 +52,7 @@ class Act2Actor : public LegoAnimActor {
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undefined4 m_unk0x3c; // 0x3c
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undefined m_unk0x40; // 0x40
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undefined4 m_unk0x44; // 0x44
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undefined m_unk0x48; // 0x48
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MxS8 m_unk0x48; // 0x48
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undefined4 m_unk0x4c; // 0x4c
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};
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@ -9,7 +9,8 @@ DECOMP_SIZE_ASSERT(Act2Actor, 0x1a8)
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DECOMP_SIZE_ASSERT(Act2Actor::UnknownListStructure, 0x20)
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// TODO: Copy the data once we know more about its fields. Total: 10 entries
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// // GLOBAL: LEGO1 0x100f0db8
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// GLOBAL: LEGO1 0x100f0db8
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// GLOBAL: BETA10 0x101dbd00
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Act2Actor::UnknownListStructure g_unk0x100f0db8[] = {{{0}, 0, {0}}};
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// FUNCTION: LEGO1 0x100187e0
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@ -82,6 +83,12 @@ void Act2Actor::SetWorldSpeed(MxFloat p_worldSpeed)
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m_unk0x44 = 0;
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}
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// FUNCTION: LEGO1 0x100192a0
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void Act2Actor::FUN_100192a0(undefined4 p_param)
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{
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// TODO
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}
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// STUB: LEGO1 0x10019520
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// STUB: BETA10 0x1000d4d6
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void Act2Actor::FUN_10019520()
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@ -89,12 +96,118 @@ void Act2Actor::FUN_10019520()
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// TODO
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}
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// STUB: LEGO1 0x100195a0
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// STUB: BETA10 0x1000d7d3
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// FUNCTION: LEGO1 0x100195a0
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// FUNCTION: BETA10 0x1000d7d3
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MxS32 Act2Actor::VTable0xa0()
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{
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// TODO
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return 0;
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undefined4 newLocation;
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CurrentWorld();
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MxU16 randomVal = rand() / (RAND_MAX / 2) + 1;
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if (m_unk0x48 == 8 && m_unk0x1d != 8) {
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newLocation = 8;
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}
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else {
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switch (m_unk0x1d) {
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case 0:
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if (randomVal == 1) {
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newLocation = 3;
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}
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else {
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newLocation = 7;
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}
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break;
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case 1:
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if (randomVal == 1) {
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newLocation = 2;
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}
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else {
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newLocation = 4;
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}
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break;
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case 2:
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if (randomVal == 1) {
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newLocation = 3;
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}
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else {
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newLocation = 6;
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}
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break;
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case 3:
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if (randomVal == 1) {
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newLocation = 5;
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}
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else {
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newLocation = 1;
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}
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break;
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case 4:
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if (randomVal == 1) {
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newLocation = 7;
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}
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else {
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newLocation = 0;
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}
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break;
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case 5:
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if (randomVal == 1) {
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newLocation = 6;
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}
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else {
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newLocation = 1;
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}
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break;
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case 6:
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if (randomVal == 1) {
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newLocation = 0;
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}
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else {
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newLocation = 4;
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}
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break;
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case 7:
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if (randomVal == 1) {
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newLocation = 2;
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}
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else {
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newLocation = 5;
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}
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break;
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case 8:
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if (randomVal == 1) {
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newLocation = 0;
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}
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else {
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newLocation = 4;
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}
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}
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}
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undefined4 firstChoice = newLocation;
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if (m_unk0x48 < 7 || g_unk0x100f0db8[m_unk0x1d].m_unk0x1c) {
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while (g_unk0x100f0db8[newLocation].m_unk0x1c || m_unk0x1d == newLocation) {
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if (newLocation == 7) {
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newLocation = 0;
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}
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else {
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newLocation++;
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}
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assert(newLocation != firstChoice);
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}
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}
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m_unk0x1d = newLocation;
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FUN_100192a0(newLocation);
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if (m_grec) {
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return SUCCESS;
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}
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else {
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return FAILURE;
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}
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}
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// FUNCTION: LEGO1 0x1001a180
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