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Implement/match LegoAct2::Escape (#1147)
* Implement/match LegoAct2::Escape * Match empty function
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1 changed files with 22 additions and 5 deletions
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@ -1,9 +1,12 @@
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#include "legoact2.h"
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#include "act2main_actions.h"
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#include "islepathactor.h"
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#include "legoanimationmanager.h"
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#include "legogamestate.h"
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#include "legoinputmanager.h"
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#include "misc.h"
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#include "mxbackgroundaudiomanager.h"
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#include "mxmisc.h"
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#include "mxnotificationmanager.h"
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#include "mxticklemanager.h"
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@ -127,15 +130,29 @@ void LegoAct2::FUN_10051900()
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}
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}
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// STUB: LEGO1 0x100519c0
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// FUNCTION: LEGO1 0x100519c0
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void LegoAct2::VTable0x60()
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{
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// TODO
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// empty
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}
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// STUB: LEGO1 0x100519d0
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// FUNCTION: LEGO1 0x100519d0
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MxBool LegoAct2::Escape()
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{
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// TODO
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return FALSE;
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BackgroundAudioManager()->Stop();
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AnimationManager()->FUN_10061010(FALSE);
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DeleteObjects(&m_atomId, Act2mainScript::c_snsx50bu_RunAnim, 999);
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if (UserActor() != NULL) {
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if (UserActor()->GetActorId() != GameState()->GetActorId()) {
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((IslePathActor*) UserActor())->Exit();
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}
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}
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if (m_gameState != NULL) {
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m_gameState->m_unk0x0c = 0;
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}
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m_unk0x1150 = 2;
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return TRUE;
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}
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