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Match Isle::Create
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@ -60,21 +60,25 @@ MxResult Isle::Create(MxDSObject& p_dsObject)
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InputManager()->SetWorld(this);
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InputManager()->SetWorld(this);
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GameState()->FUN_1003a720(0);
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GameState()->FUN_1003a720(0);
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undefined4 currentact = GameState()->GetCurrentAct();
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switch (GameState()->GetCurrentAct()) {
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if (currentact == -1) {
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case 1:
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m_unk0x13c = 2;
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}
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else if (currentact == 1 || currentact == 2) {
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GameState()->FUN_1003a720(0x2e);
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GameState()->FUN_1003a720(0x2e);
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break;
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case 2:
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GameState()->FUN_1003a720(0x2e);
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break;
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case -1:
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m_unk0x13c = 2;
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}
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}
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if (GameState()->GetUnknown424() == 1) {
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if (GameState()->GetUnknown424() == 1) {
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GameState()->SetUnknown424(0);
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GameState()->SetUnknown424(0);
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}
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}
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Act1State* state = (Act1State*) GameState()->GetState("Act1State");
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LegoGameState* gameState = GameState();
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Act1State* state = (Act1State*) gameState->GetState("Act1State");
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if (state == NULL) {
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if (state == NULL) {
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state = (Act1State*) GameState()->CreateState("Act1State");
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state = (Act1State*) gameState->CreateState("Act1State");
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}
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}
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m_act1state = state;
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m_act1state = state;
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@ -36,7 +36,7 @@ class LegoGameState {
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inline MxU8 GetUnknownC() { return m_unk0xc; }
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inline MxU8 GetUnknownC() { return m_unk0xc; }
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inline MxU32 GetUnknown10() { return m_unk0x10; }
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inline MxU32 GetUnknown10() { return m_unk0x10; }
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inline undefined4 GetCurrentAct() { return m_currentAct; }
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inline MxS32 GetCurrentAct() { return m_currentAct; }
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inline undefined4 GetUnknown424() { return m_unk0x424; }
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inline undefined4 GetUnknown424() { return m_unk0x424; }
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inline void SetDirty(MxBool p_dirty) { m_isDirty = p_dirty; }
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inline void SetDirty(MxBool p_dirty) { m_isDirty = p_dirty; }
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inline void SetUnknown424(undefined4 p_unk0x424) { m_unk0x424 = p_unk0x424; }
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inline void SetUnknown424(undefined4 p_unk0x424) { m_unk0x424 = p_unk0x424; }
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@ -62,7 +62,7 @@ class LegoGameState {
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LegoState** m_stateArray; // 0x8
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LegoState** m_stateArray; // 0x8
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MxU8 m_unk0xc; // 0xc
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MxU8 m_unk0xc; // 0xc
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MxU32 m_unk0x10; // 0x10
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MxU32 m_unk0x10; // 0x10
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undefined4 m_currentAct; // 0x14
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MxS32 m_currentAct; // 0x14
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LegoBackgroundColor* m_backgroundColor; // 0x18
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LegoBackgroundColor* m_backgroundColor; // 0x18
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LegoBackgroundColor* m_tempBackgroundColor; // 0x1c
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LegoBackgroundColor* m_tempBackgroundColor; // 0x1c
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LegoFullScreenMovie* m_fullScreenMovie; // 0x20
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LegoFullScreenMovie* m_fullScreenMovie; // 0x20
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