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Start InfoCenterEntity::VTable0x50 implementation
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@ -20,8 +20,7 @@ class InfoCenterEntity : public BuildingEntity {
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return !strcmp(p_name, InfoCenterEntity::ClassName()) || BuildingEntity::IsA(p_name);
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}
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// STUB: LEGO1 0x100150c0
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MxLong VTable0x50(MxParam& p_param) override { return 0; }
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MxLong VTable0x50(MxParam& p_param) override; // vtable+0x50
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// SYNTHETIC: LEGO1 0x1000f7b0
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// InfoCenterEntity::`scalar deleting destructor'
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@ -69,6 +69,7 @@ class Isle : public LegoWorld {
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void FUN_10031590();
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void FUN_10032620();
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void FUN_100330e0();
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void FUN_10033350();
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void FUN_10032d30(
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IsleScript::Script p_script,
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JukeboxScript::Script p_music,
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@ -20,7 +20,7 @@ class PoliceEntity : public BuildingEntity {
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return !strcmp(p_name, PoliceEntity::ClassName()) || BuildingEntity::IsA(p_name);
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}
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MxLong VTable0x50(MxParam& p_param) override;
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MxLong VTable0x50(MxParam& p_param) override; // vtable+0x50
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// SYNTHETIC: LEGO1 0x1000f900
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// PoliceEntity::`scalar deleting destructor'
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@ -1,3 +1,51 @@
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#include "infocenterentity.h"
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#include "act1state.h"
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#include "act2main_actions.h"
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#include "act3_actions.h"
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#include "act3state.h"
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#include "isle.h"
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#include "isle_actions.h"
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#include "islepathactor.h"
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#include "legoact2state.h"
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#include "legoanimationmanager.h"
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#include "legogamestate.h"
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#include "legoomni.h"
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#include "legoutils.h"
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#include "legoworld.h"
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#include "misc.h"
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#include "mxtransitionmanager.h"
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DECOMP_SIZE_ASSERT(InfoCenterEntity, 0x68)
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// FUNCTION: LEGO1 0x100150c0
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MxLong InfoCenterEntity::VTable0x50(MxParam& p_param)
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{
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Isle* isle;
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switch (GameState()->GetCurrentAct()) {
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case LegoGameState::Act::e_act1:
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if (CurrentActor()->GetActorId() != GameState()->GetActorId()) {
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CurrentActor()->VTable0xe4();
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}
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isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
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isle->FUN_10033350();
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// Act1State* act1state = (Act1State*) GameState()->GetState("Act1State");
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break;
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case LegoGameState::Act::e_act2:
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isle = (Isle*) FindWorld(*g_act2mainScript, Act2mainScript::c__Act2Main);
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// FIXME: something eles goes here
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// LegoAct2State* act2state = (LegoAct2State*) GameState()->GetState("LegoAct2State");
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break;
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case LegoGameState::Act::e_act3:
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isle = (Isle*) FindWorld(*g_act3Script, Act3Script::c__Act3);
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// TODO: something with the lists
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break;
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}
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AnimationManager()->FUN_10061010(NULL);
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TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
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return 1;
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}
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@ -1115,3 +1115,9 @@ MxBool Isle::VTable0x64()
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// TODO
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return FALSE;
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}
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// STUB: LEGO1 0x10033350
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void Isle::FUN_10033350()
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{
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// TODO
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}
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