Implement/match LegoAct2::Escape (#1147)

* Implement/match LegoAct2::Escape

* Match empty function
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Christian Semmler 2024-11-11 11:30:34 -07:00 committed by GitHub
parent bebe780c77
commit 71a1c51596
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@ -1,9 +1,12 @@
#include "legoact2.h" #include "legoact2.h"
#include "act2main_actions.h"
#include "islepathactor.h"
#include "legoanimationmanager.h" #include "legoanimationmanager.h"
#include "legogamestate.h" #include "legogamestate.h"
#include "legoinputmanager.h" #include "legoinputmanager.h"
#include "misc.h" #include "misc.h"
#include "mxbackgroundaudiomanager.h"
#include "mxmisc.h" #include "mxmisc.h"
#include "mxnotificationmanager.h" #include "mxnotificationmanager.h"
#include "mxticklemanager.h" #include "mxticklemanager.h"
@ -127,15 +130,29 @@ void LegoAct2::FUN_10051900()
} }
} }
// STUB: LEGO1 0x100519c0 // FUNCTION: LEGO1 0x100519c0
void LegoAct2::VTable0x60() void LegoAct2::VTable0x60()
{ {
// TODO // empty
} }
// STUB: LEGO1 0x100519d0 // FUNCTION: LEGO1 0x100519d0
MxBool LegoAct2::Escape() MxBool LegoAct2::Escape()
{ {
// TODO BackgroundAudioManager()->Stop();
return FALSE; AnimationManager()->FUN_10061010(FALSE);
DeleteObjects(&m_atomId, Act2mainScript::c_snsx50bu_RunAnim, 999);
if (UserActor() != NULL) {
if (UserActor()->GetActorId() != GameState()->GetActorId()) {
((IslePathActor*) UserActor())->Exit();
}
}
if (m_gameState != NULL) {
m_gameState->m_unk0x0c = 0;
}
m_unk0x1150 = 2;
return TRUE;
} }