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Improve match
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@ -168,7 +168,9 @@ class LegoOmni : public MxOmni {
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// FUNCTION: BETA10 0x100e52b0
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LegoGameState* GetGameState() { return m_gameState; }
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// FUNCTION: BETA10 0x100e5280
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MxBackgroundAudioManager* GetBackgroundAudioManager() { return m_bkgAudioManager; }
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MxTransitionManager* GetTransitionManager() { return m_transitionManager; }
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MxDSAction& GetCurrentAction() { return m_action; }
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LegoCharacterManager* GetCharacterManager() { return m_characterManager; }
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@ -212,8 +212,11 @@ MxTransitionManager* TransitionManager()
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}
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// FUNCTION: LEGO1 0x10015910
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// FUNCTION: BETA10 0x100e4f4c
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void PlayMusic(JukeboxScript::Script p_objectId)
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{
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assert(LegoOmni::GetInstance());
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MxDSAction action;
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action.SetAtomId(*g_jukeboxScript);
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action.SetObjectId(p_objectId);
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@ -103,6 +103,8 @@ void HistoryBook::ReadyWorld()
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MxS16 i;
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for (i = 0; i < 26; i++) {
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// TODO: This might be an inline function.
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// See also `RegistrationBook::ReadyWorld()`.
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if (i < 26) {
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m_alphabet[i] = (MxStillPresenter*) Find("MxStillPresenter", bitmap);
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assert(m_alphabet[i]);
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@ -388,6 +388,7 @@ void RegistrationBook::FUN_100778c0()
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}
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// FUNCTION: LEGO1 0x10077cc0
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// FUNCTION: BETA10 0x100f3671
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void RegistrationBook::ReadyWorld()
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{
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LegoGameState* gameState = GameState();
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@ -399,9 +400,11 @@ void RegistrationBook::ReadyWorld()
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MxS16 i;
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for (i = 0; i < 26; i++) {
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// TODO: This might be an inline function.
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// See also `HistoryBook::ReadyWorld()`.
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if (i < 26) {
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m_alphabet[i] = (MxStillPresenter*) Find("MxStillPresenter", letterBuffer);
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assert(m_alphabet[i]);
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// We need to loop through the entire alphabet,
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// so increment the first char of the bitmap name
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letterBuffer[0]++;
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@ -412,7 +415,7 @@ void RegistrationBook::ReadyWorld()
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char checkmarkBuffer[] = "Check0_Ctl";
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for (i = 0; i < 10; i++) {
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m_checkmark[i] = (MxControlPresenter*) Find("MxControlPresenter", checkmarkBuffer);
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assert(m_checkmark[i]);
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// Just like in the prior letter loop,
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// we need to increment the fifth char
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// to get the next checkmark bitmap
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@ -431,6 +434,7 @@ void RegistrationBook::ReadyWorld()
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// Start building the player names using a two-dimensional array
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m_name[i][j] = m_alphabet[players[i - 1].m_letters[j]]->Clone();
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assert(m_name[i][j]);
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// Enable the presenter to actually show the letter in the grid
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m_name[i][j]->Enable(TRUE);
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