isle/LEGO1/lego/legoomni/src/police/policeentity.cpp
Joshua Peisach 313bd9ffd0
PoliceEntity::VTable0x50 (#720)
* PoliceEntity::VTable0x50

* fix

* don't hardcode Isle world object id

* style

---------

Co-authored-by: Ramen2X <rmn@legoisland.org>
Co-authored-by: Christian Semmler <mail@csemmler.com>
2024-03-24 22:26:55 +01:00

40 lines
974 B
C++

#include "policeentity.h"
#include "act1state.h"
#include "isle.h"
#include "isle_actions.h"
#include "islepathactor.h"
#include "legoanimationmanager.h"
#include "legogamestate.h"
#include "legoomni.h"
#include "legoutils.h"
#include "legoworld.h"
#include "misc.h"
#include "mxtransitionmanager.h"
DECOMP_SIZE_ASSERT(PoliceEntity, 0x68)
// FUNCTION: LEGO1 0x10015310
MxLong PoliceEntity::VTable0x50(MxParam& p_param)
{
if (FUN_1003ef60()) {
Act1State* state = (Act1State*) GameState()->GetState("Act1State");
if (state->GetUnknown18() != 10) {
state->SetUnknown18(0);
if (CurrentActor()->GetActorId() != GameState()->GetActorId()) {
CurrentActor()->VTable0xe4();
}
Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle);
isle->SetDestLocation(LegoGameState::Area::e_police);
AnimationManager()->FUN_10061010(NULL);
TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE);
}
}
return 1;
}