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fix legogamestate structure, documentation tweaks
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@ -168,7 +168,7 @@ class LegoGameState {
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void SetCurrentAct(Act p_currentAct);
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void FindLoadedAct();
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public:
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private:
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void RegisterState(LegoState* p_state);
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MxResult WriteVariable(LegoStorage* p_storage, MxVariableTable* p_from, const char* p_variableName);
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MxResult WriteEndOfVariables(LegoStorage* p_storage);
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@ -187,7 +187,10 @@ class LegoGameState {
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LegoFullScreenMovie* m_fullScreenMovie; // 0x20
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MxU16 m_unk0x24; // 0x24
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MxS16 m_playerCount; // 0x26
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public:
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// This member is accessed directly by foreign classes
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Username m_players[9]; // 0x28
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private:
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History m_history; // 0xa6
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undefined2 m_unk0x41a; // 0x41a
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undefined4 m_unk0x41c; // 0x41c
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@ -153,14 +153,14 @@ void RegistrationBook::ReadyWorld()
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m_checkmark[i]->Enable(TRUE);
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}
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// Start building the player name using a two-dimensional array
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// Start building the player names using a two-dimensional array
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m_name[i][j] = m_alphabet[gameState->m_players[i].m_letters[j]]->Clone();
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// Enable the presenter to actually show the letter
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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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m_name[i][j]->SetTickleState(MxPresenter::e_repeating);
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m_name[i][j]->SetPosition((23 * j + 343), 27 * i + 121);
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m_name[i][j]->SetPosition(23 * j + 343, 27 * i + 121);
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}
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}
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}
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