#include "buildings.h" #include "act2main_actions.h" #include "act3.h" #include "act3_actions.h" #include "isle.h" #include "isle_actions.h" #include "islepathactor.h" #include "legoact2.h" #include "legoanimationmanager.h" #include "legogamestate.h" #include "legoutils.h" #include "legoworld.h" #include "misc.h" #include "mxtransitionmanager.h" #include "scripts.h" DECOMP_SIZE_ASSERT(BeachHouseEntity, 0x68) DECOMP_SIZE_ASSERT(GasStationEntity, 0x68) DECOMP_SIZE_ASSERT(HospitalEntity, 0x68) DECOMP_SIZE_ASSERT(InfoCenterEntity, 0x68) DECOMP_SIZE_ASSERT(JailEntity, 0x68) DECOMP_SIZE_ASSERT(PoliceEntity, 0x68) DECOMP_SIZE_ASSERT(RaceStandsEntity, 0x68) // FUNCTION: LEGO1 0x100150c0 MxLong InfoCenterEntity::VTable0x50(MxParam& p_param) { switch (GameState()->GetCurrentAct()) { case LegoGameState::Act::e_act1: { if (CurrentActor()->GetActorId() != GameState()->GetActorId()) { ((IslePathActor*) CurrentActor())->Exit(); } Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle); isle->FUN_10033350(); isle->SetDestLocation(LegoGameState::Area::e_infomain); Act1State* act1state = (Act1State*) GameState()->GetState("Act1State"); act1state->SetUnknown18(0); break; } case LegoGameState::Act::e_act2: { LegoAct2* act2 = (LegoAct2*) FindWorld(*g_act2mainScript, Act2mainScript::c__Act2Main); act2->SetUnknown0x1150(2); LegoAct2State* act2state = (LegoAct2State*) GameState()->GetState("LegoAct2State"); if (act2state) { act2state->SetUnknown0x0c(0); } break; } case LegoGameState::Act::e_act3: Act3* act3 = (Act3*) FindWorld(*g_act3Script, Act3Script::c__Act3); act3->SetUnknown4270(2); break; } AnimationManager()->FUN_10061010(FALSE); TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE); return 1; } // FUNCTION: LEGO1 0x100151d0 MxLong GasStationEntity::VTable0x50(MxParam& p_param) { if (FUN_1003ef60()) { Act1State* state = (Act1State*) GameState()->GetState("Act1State"); if (state->GetUnknown18() != 8) { state->SetUnknown18(0); if (CurrentActor()->GetActorId() != GameState()->GetActorId()) { ((IslePathActor*) CurrentActor())->Exit(); } Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle); isle->SetDestLocation(LegoGameState::Area::e_garage); AnimationManager()->FUN_10061010(FALSE); TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE); } } return 1; } // FUNCTION: LEGO1 0x10015270 MxLong HospitalEntity::VTable0x50(MxParam& p_param) { if (FUN_1003ef60()) { Act1State* act1State = (Act1State*) GameState()->GetState("Act1State"); if (act1State->GetUnknown18() != 10) { act1State->SetUnknown18(0); if (CurrentActor()->GetActorId() != GameState()->GetActorId()) { ((IslePathActor*) CurrentActor())->Exit(); } Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle); isle->SetDestLocation(LegoGameState::Area::e_hospital); AnimationManager()->FUN_10061010(FALSE); TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE); } } return 1; } // 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()) { ((IslePathActor*) CurrentActor())->Exit(); } Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle); isle->SetDestLocation(LegoGameState::Area::e_police); AnimationManager()->FUN_10061010(FALSE); TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE); } } return 1; } // FUNCTION: LEGO1 0x100153b0 MxLong BeachHouseEntity::VTable0x50(MxParam& p_param) { if (FUN_1003ef60()) { Act1State* state = (Act1State*) GameState()->GetState("Act1State"); state->SetUnknown18(0); if (CurrentActor()->GetActorId() != GameState()->GetActorId()) { ((IslePathActor*) CurrentActor())->Exit(); } Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle); isle->SetDestLocation(LegoGameState::Area::e_jetskibuild); AnimationManager()->FUN_10061010(FALSE); TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE); } return 1; } // FUNCTION: LEGO1 0x10015450 MxLong RaceStandsEntity::VTable0x50(MxParam& p_param) { if (FUN_1003ef60()) { Act1State* state = (Act1State*) GameState()->GetState("Act1State"); state->SetUnknown18(0); if (CurrentActor()->GetActorId() != GameState()->GetActorId()) { ((IslePathActor*) CurrentActor())->Exit(); } Isle* isle = (Isle*) FindWorld(*g_isleScript, IsleScript::c__Isle); isle->SetDestLocation(LegoGameState::Area::e_racecarbuild); AnimationManager()->FUN_10061010(FALSE); TransitionManager()->StartTransition(MxTransitionManager::e_mosaic, 50, FALSE, FALSE); } return 1; }