Revert IslePathActor

This commit is contained in:
Christian Semmler 2024-12-31 11:35:58 -07:00
parent e1a1aea32f
commit 7ea036d2f8

View File

@ -86,27 +86,10 @@ class IslePathActor : public LegoPathActor {
IslePathActor();
// FUNCTION: LEGO1 0x10002df0
virtual MxLong HandleNotification0() { return 0; } // vtable+0xd0
// FUNCTION: LEGO1 0x10002e00
virtual MxLong HandlePathStruct(LegoPathStructNotificationParam&) { return 0; } // vtable+0xdc
// FUNCTION: LEGO1 0x10002e10
~IslePathActor() override { IslePathActor::Destroy(TRUE); }
// FUNCTION: LEGO1 0x10002e70
virtual MxLong HandleClick() { return 0; } // vtable+0xcc
// FUNCTION: LEGO1 0x10002e80
virtual MxLong HandleControl(LegoControlManagerNotificationParam&) { return 0; } // vtable+0xd4
// FUNCTION: LEGO1 0x10002e90
virtual MxLong HandleEndAnim(LegoEndAnimNotificationParam&) { return 0; } // vtable+0xd8
MxLong Notify(MxParam& p_param) override; // vtable+0x04
MxResult Create(MxDSAction& p_dsAction) override; // vtable+0x18
void Destroy(MxBool p_fromDestructor) override; // vtable+0x1c
MxLong Notify(MxParam& p_param) override; // vtable+0x04
// FUNCTION: LEGO1 0x10002ea0
// FUNCTION: BETA10 0x10023fa0
@ -122,6 +105,24 @@ class IslePathActor : public LegoPathActor {
return !strcmp(p_name, IslePathActor::ClassName()) || LegoPathActor::IsA(p_name);
}
MxResult Create(MxDSAction& p_dsAction) override; // vtable+0x18
void Destroy(MxBool p_fromDestructor) override; // vtable+0x1c
// FUNCTION: LEGO1 0x10002e70
virtual MxLong HandleClick() { return 0; } // vtable+0xcc
// FUNCTION: LEGO1 0x10002df0
virtual MxLong HandleNotification0() { return 0; } // vtable+0xd0
// FUNCTION: LEGO1 0x10002e80
virtual MxLong HandleControl(LegoControlManagerNotificationParam&) { return 0; } // vtable+0xd4
// FUNCTION: LEGO1 0x10002e90
virtual MxLong HandleEndAnim(LegoEndAnimNotificationParam&) { return 0; } // vtable+0xd8
// FUNCTION: LEGO1 0x10002e00
virtual MxLong HandlePathStruct(LegoPathStructNotificationParam&) { return 0; } // vtable+0xdc
virtual void Enter(); // vtable+0xe0
virtual void Exit(); // vtable+0xe4
virtual void SpawnPlayer(LegoGameState::Area p_area, MxBool p_enter, MxU8 p_flags); // vtable+0xe8