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Fully implement InfoCenterEntity::VTable0x50
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341a1ec570
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@ -19,6 +19,8 @@ class LegoAct2 : public LegoWorld {
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MxBool VTable0x64() override; // vtable+0x64
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void Enable(MxBool p_enable) override; // vtable+0x68
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inline void SetUnknown0x1150(undefined4 p_unk0x1150) { m_unk0x1150 = p_unk0x1150; }
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// SYNTHETIC: LEGO1 0x1004fe20
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// LegoAct2::`scalar deleting destructor'
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@ -28,6 +28,7 @@ class LegoAct2State : public LegoState {
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// LegoAct2State::`scalar deleting destructor'
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inline undefined4 GetUnknown0x08() { return m_unk0x08; }
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inline void SetUnknown0x0C(undefined4 p_unk0x0c) { m_unk0x0c = p_unk0x0c; }
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private:
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undefined4 m_unk0x08; // 0x08
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@ -2,11 +2,13 @@
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#include "act1state.h"
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#include "act2main_actions.h"
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#include "act3.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 "legoact2.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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@ -22,6 +24,11 @@ DECOMP_SIZE_ASSERT(InfoCenterEntity, 0x68)
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MxLong InfoCenterEntity::VTable0x50(MxParam& p_param)
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{
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Isle* isle;
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LegoAct2* act2;
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Act3* act3;
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Act1State* act1state;
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LegoAct2State* act2state;
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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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@ -30,17 +37,23 @@ MxLong InfoCenterEntity::VTable0x50(MxParam& p_param)
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isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
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isle->FUN_10033350();
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isle->SetDestLocation(LegoGameState::Area::e_infomain);
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// Act1State* act1state = (Act1State*) GameState()->GetState("Act1State");
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act1state = (Act1State*) GameState()->GetState("Act1State");
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act1state->SetUnknown18(0);
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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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act2 = (LegoAct2*) FindWorld(*g_act2mainScript, Act2mainScript::c__Act2Main);
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act2->SetUnknown0x1150(2);
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act2state = (LegoAct2State*) GameState()->GetState("LegoAct2State");
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if(act2state) {
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act2state->SetUnknown0x0C(0);
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}
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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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act3 = (Act3*) FindWorld(*g_act3Script, Act3Script::c__Act3);
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act3->SetUnkown4270(2);
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break;
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}
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