fix formatting

This commit is contained in:
Korbo 2025-06-26 21:57:24 -05:00
parent d77fef54e4
commit c33f0abb35
2 changed files with 23 additions and 8 deletions

View File

@ -62,8 +62,14 @@ class LegoJetski : public LegoJetskiRaceActor, public LegoRaceMap {
void SetWorldSpeed(MxFloat p_worldSpeed) override; // vtable+0x30
// FUNCTION: LEGO1 0x10014150
MxU32 VTable0x6c(LegoPathBoundary* p_boundary, Vector3& p_v1, Vector3& p_v2, float p_f1, float p_f2, Vector3& p_v3)
override
MxU32 VTable0x6c(
LegoPathBoundary* p_boundary,
Vector3& p_v1,
Vector3& p_v2,
float p_f1,
float p_f2,
Vector3& p_v3
) override
{
return LegoJetskiRaceActor::VTable0x6c(p_boundary, p_v1, p_v2, p_f1, p_f2, p_v3);
} // vtable+0x6c
@ -125,8 +131,14 @@ class LegoRaceCar : public LegoCarRaceActor, public LegoRaceMap {
// FUNCTION: LEGO1 0x10014500
// FUNCTION: BETA10 0x100cd5e0
MxU32 VTable0x6c(LegoPathBoundary* p_boundary, Vector3& p_v1, Vector3& p_v2, float p_f1, float p_f2, Vector3& p_v3)
override
MxU32 VTable0x6c(
LegoPathBoundary* p_boundary,
Vector3& p_v1,
Vector3& p_v2,
float p_f1,
float p_f2,
Vector3& p_v3
) override
{
return LegoCarRaceActor::VTable0x6c(p_boundary, p_v1, p_v2, p_f1, p_f2, p_v3);
} // vtable+0x6c
@ -155,7 +167,7 @@ class LegoRaceCar : public LegoCarRaceActor, public LegoRaceMap {
private:
undefined m_userState; // 0x54
float m_kickStart; // 0x58
float m_kickStart; // 0x58
Mx3DPointFloat m_unk0x5c; // 0x5c
// Names verified by BETA10 0x100cb4a9

View File

@ -44,8 +44,11 @@ class LegoCarRaceActor : public virtual LegoRaceActor {
Vector3& p_v3
) override; // vtable+0x6c
void Animate(float p_time) override; // vtable+0x70
void SwitchBoundary(LegoPathBoundary*& p_boundary, LegoOrientedEdge*& p_edge, float& p_unk0xe4)
override; // vtable+0x98
void SwitchBoundary(
LegoPathBoundary*& p_boundary,
LegoOrientedEdge*& p_edge,
float& p_unk0xe4
) override; // vtable+0x98
MxResult VTable0x9c() override; // vtable+0x9c
// LegoCarRaceActor vtable
@ -83,7 +86,7 @@ class LegoCarRaceActor : public virtual LegoRaceActor {
protected:
MxFloat m_unk0x08; // 0x08
MxU8 m_animState; // 0x0c
MxU8 m_animState; // 0x0c
// Could be a multiplier for the maximum speed when going straight
MxFloat m_unk0x10; // 0x10