64 void Animate(
float p_time)
override;
[AI] Act2 mission-specific actor class, with custom state and animation handling for Act 2 of the sto...
void FUN_10018980()
[AI] Searches animation maps for a "shoot" animation, and prepares the mission audio effect.
void FUN_10019250(MxFloat p_speed, MxFloat p_param2)
[AI] Sets current speed and schedules a timed speed change for mission event purposes.
void FUN_10019520()
[AI] Triggers major mission state transition: switches to "escape" mode and moves to special location...
MxResult HitActor(LegoPathActor *, MxBool) override
[AI] Handles being "hit" by another actor—used to trigger mission state transitions,...
Act2Actor()
[AI] Constructs an Act2Actor and initializes all mission-related state.
MxU32 FUN_10019700(MxFloat p_param)
[AI] Handles main shoot animation event and plant/building destruction, manages associated SFX and mi...
void FUN_100192a0(undefined4 p_location)
[AI] Relocates actor to a selected location by generating a path container for new destination.
void SetWorldSpeed(MxFloat p_worldSpeed) override
[AI] Sets the "world speed" (movement, animation, or activity speed) for the actor and resets speed t...
MxS32 VTable0x68(Vector3 &p_v1, Vector3 &p_v2, Vector3 &p_v3) override
[AI] Handles a virtual motion logic interaction, but disables base behavior if actor is in 'inactive'...
void FUN_10019560()
[AI] Triggers mission state transition: switches to "destroyed" mode and moves to special location 9.
MxS32 VTable0xa0() override
[AI] Selects and moves the actor to a new random, valid mission location.
MxResult VTable0x9c() override
[AI] Handles per-frame mission resolution, cleanup, or ending logic for the Act2Actor.
void FUN_100199f0(MxS8 p_param)
[AI] Plays a specific voice-over cue depending on context and mission state.
LegoEntity * FUN_10019b90(MxBool *p_param)
[AI] Searches for the next building or plant entity to destroy for mission progression at current loc...
void SetROI(LegoROI *p_roi, MxBool p_bool1, MxBool p_bool2) override
[AI] Sets the ROI (rendered object instance) for this actor and disables its visibility immediately.
void Animate(float p_time) override
[AI] Orchestrates all Act2-specific animation logic and state switching each tick.
[AI] Path-based actor which supports skeletal/mesh animation via an animation tree and multiple anima...
Sound cache object managing DirectSound buffers and 3D positioning for preloaded sound data.
[AI] Represents an entity that can be placed and managed in the LEGO Island world.
[AI] An actor that moves along a predefined path, supporting boundary transitions,...
[AI] Represents a Real-time Object Instance enriched with LEGO-specific functionality.
[AI] 3D vector class, providing vector and cross-product operations in 3D space.
[AI] Encapsulates the positional and directional data for potential target locations in the Act 2 seq...
MxFloat m_position[3]
[AI] 3D world position for the location (x, y, z). [AI]
const char * m_boundary
[AI] Name of the path boundary or area associated (for motion/pathing). [AI]
MxFloat m_direction[3]
[AI] Forward direction vector for the location. [AI]
MxBool m_unk0x1c
[AI] Used to track whether a location has been previously used/marked. [AI]
[AI] Holds per-animation instance data for a LegoAnimActor.