#include "legopathactor.h" #include DECOMP_SIZE_ASSERT(LegoPathActor, 0x154) // FUNCTION: LEGO1 0x1002d700 LegoPathActor::LegoPathActor() { m_boundary = NULL; m_actorTime = 0; m_lastTime = 0; m_unk0x7c = 0; m_userNavFlag = FALSE; m_state = 0; m_unk0x134 = NULL; m_controller = NULL; m_unk0xe8 = 0; m_unk0x148 = 0; m_unk0x14c = 0; m_unk0x140 = 0.0099999998f; m_unk0x144 = 0.80000001f; m_unk0x150 = 2.0f; } // STUB: LEGO1 0x1002d820 LegoPathActor::~LegoPathActor() { if (m_unk0x134) { delete m_unk0x134; } } // FUNCTION: LEGO1 0x1002d8d0 MxResult LegoPathActor::VTable0x80(Vector3& p_point1, Vector3& p_point2, Vector3& p_point3, Vector3& p_point4) { Mx3DPointFloat p1, p2, p3; p1 = p_point3; ((Vector3&) p1).Sub(&p_point1); m_BADuration = p1.LenSquared(); if (m_BADuration > 0.0f) { m_BADuration = sqrtf(m_BADuration); p2 = p_point2; p3 = p_point4; m_unk0x8c.FUN_1009a140(p_point1, p2, p_point3, p3); m_BADuration /= 0.001; return SUCCESS; } return FAILURE; } // STUB: LEGO1 0x1002d9c0 void LegoPathActor::VTable0x88() { // TODO } // STUB: LEGO1 0x1002de10 void LegoPathActor::VTable0x84() { // TODO } // STUB: LEGO1 0x1002e100 void LegoPathActor::VTable0x8c() { // TODO } // STUB: LEGO1 0x1002e740 void LegoPathActor::VTable0x74(Matrix4& p_transform) { // TODO } // STUB: LEGO1 0x1002e790 void LegoPathActor::VTable0x70(float) { // TODO } // STUB: LEGO1 0x1002e8b0 void LegoPathActor::VTable0x98() { // TODO } // STUB: LEGO1 0x1002e8d0 void LegoPathActor::VTable0x6c() { // TODO } // STUB: LEGO1 0x1002ebe0 void LegoPathActor::VTable0x68(Mx3DPointFloat&, Mx3DPointFloat&, Mx3DPointFloat&) { // TODO } // STUB: LEGO1 0x1002f020 void LegoPathActor::ParseAction(char*) { // TODO } // STUB: LEGO1 0x1002f1b0 MxResult LegoPathActor::WaitForAnimation() { // TODO return SUCCESS; } // STUB: LEGO1 0x1002f650 void LegoPathActor::VTable0xa4(MxU8&, MxS32&) { // TODO } // STUB: LEGO1 0x1002f700 void LegoPathActor::VTable0xa8() { // TODO }