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* LegoBuildingManager Round 2 * 100% match most of the remaining methods, only Tickle and FUN_10030630 remain. * The interesting finding is that the curious members of the LegoBuildingManager form a short embedded fixed-length array used to store info about current animation of buildings. * I saw that you removed the SetY which I had added to MxMatrix. Agree that this method doesn't make sense on MxMatrix, however I've added it back to Matrix4. I see the pattern of setting / getting the Y component used in enough places that I doubt they were just hoping they remembered the subscript correctly every time. Let me know if you agree or still don't think it makes sense to include. * Formatting * Order * Satisfy name checker * Add beta annotations and adjust style/naming * Make function STUB --------- Co-authored-by: Christian Semmler <mail@csemmler.com>
40 lines
1,015 B
C++
40 lines
1,015 B
C++
#ifndef LEGOUNKNOWN100D5778_H
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#define LEGOUNKNOWN100D5778_H
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#include "decomp.h"
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#include "mxtypes.h"
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#include <dsound.h>
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class LegoROI;
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// VTABLE: LEGO1 0x100d5778
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// SIZE 0x30
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class LegoUnknown100d5778 {
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public:
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LegoUnknown100d5778();
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virtual ~LegoUnknown100d5778();
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void Init();
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MxResult FUN_100116a0(LPDIRECTSOUND p_dsound, undefined4, undefined4 p_unk0x2c);
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void Destroy();
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undefined4 FUN_100118e0(LPDIRECTSOUNDBUFFER p_dsBuffer);
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void FUN_10011ca0();
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MxS32 FUN_10011cf0(undefined4, undefined4);
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// SYNTHETIC: LEGO1 0x10011650
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// LegoUnknown100d5778::`scalar deleting destructor'
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private:
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undefined m_unk0x04[4]; // 0x04
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LPDIRECTSOUNDBUFFER m_dsBuffer; // 0x08
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LegoROI* m_unk0x0c; // 0x0c
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undefined4 m_unk0x10; // 0x10
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MxBool m_unk0x14; // 0x14
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MxBool m_unk0x15; // 0x15
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undefined4 m_unk0x18; // 0x18
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undefined m_unk0x1c[0x10]; // 0x1c
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undefined4 m_unk0x2c; // 0x2c
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};
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#endif // LEGOUNKNOWN100D5778_H
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