163 for (Act3List::iterator it = begin(); it != end();) {
164 if ((*it).m_unk0x08) {
178 if (m_unk0x0c == 0) {
182 if (p_objectId != 0) {
183 for (Act3List::iterator it = begin(); it != end(); it++) {
184 if ((*it).m_unk0x08 && (*it).m_objectId == p_objectId) {
196 if (removed && size() > 0) {
198 Act3List::iterator it = begin();
201 for (; it != end(); it++) {
202 if ((*it).m_unk0x04 == 1) {
203 for (Act3List::iterator it2 = begin(); it2 != it;) {
204 if ((*it2).m_unk0x08) {
313 if (!
m_pizzas[nextPizza].IsValid()) {
319 if (
m_pizzas[nextPizza].FUN_10053b40(p_location, p_direction, p_up) !=
SUCCESS) {
333 direction = p_direction;
334 direction *= unk0x19c;
335 direction += p_location;
342 if (
m_pizzas[nextPizza].FUN_10053cb0(p_controller, boundary, unk0x19c) ==
SUCCESS) {
350 if (local18 &&
m_pizzas[nextPizza].FUN_10053d30(p_controller, unk0x19c) ==
SUCCESS) {
369 if (!
m_donuts[nextDonut].IsValid()) {
374 if (
m_donuts[nextDonut].FUN_10053b40(p_location, p_direction, p_up) !=
SUCCESS) {
386 if (
m_donuts[nextDonut].FUN_10053cb0(p_controller, boundary, unk0x19c) ==
SUCCESS) {
393 else if (
m_donuts[nextDonut].FUN_10053d30(p_controller, unk0x19c) ==
SUCCESS) {
535 if (!p_fromDestructor) {
590 while (--length >= 0) {
591 if (info[length].m_unk0x11 < 0 && info[length].m_boundary !=
NULL &&
592 info[length].m_entity !=
NULL) {
602 sprintf(buf,
"HelicopterDotOn%d_Bitmap", length + 1);
794 const Matrix4& p_startPosition,
828 if (p_quatTransform.
GetFlags() != 0) {
829 p_quatTransform.
GetQuat(startQuat, endQuat);
Act3Script::Script g_unk0x100d95d8[]
Act3Script::Script g_unk0x100d94f8[]
Act3Script::Script g_unk0x100d9538[]
Act3Script::Script g_unk0x100d9550[]
Act3Script::Script g_unk0x100d9570[]
Act3Script::Script g_unk0x100d95e8[]
Act3Script::Script g_unk0x100d9588[]
#define MAX_DONUTS
[AI] Maximum number of donuts that can be handled in Act 3 logic.
#define MAX_PIZZAS
[AI] Maximum number of pizzas that can be handled in Act 3 logic.
[AI] Defines enumerated script action identifiers for Act 3 of LEGO Island scripting system.
MxFloat GetUnknown0x1c()
[AI] Gets the custom time marker or value for animation/transformation logic.
void SetUnknown0x1c(MxFloat p_unk0x1c)
[AI] Sets the custom time marker or value.
Represents an ammo object (pizza or donut) used in Act 3 gameplay sequence.
void SetUnknown0x158(MxFloat p_unk0x158)
Sets a time/duration parameter used for state transitions after collision.
MxResult Create(Act3 *p_world, MxU32 p_isPizza, MxS32 p_index)
Creates an ammo (pizza or donut), initializes its ROI, bounding volumes, and enables it in the world.
Mx3DPointFloat * GetUnknown0x160()
Returns the pointer to the second control point of the quadratic trajectory equation.
MxU32 IsValid()
Returns true if the ammo is valid (active in game/world).
MxFloat * GetUnknown0x19c()
Returns pointer to an internal parameter used in trajectory and animation calculations.
MxResult Remove()
Removes this ammo instance from the world, cleans up path controller/boundary and notifies managers.
[AI] Represents the Brickster actor in Act 3, with AI and scene logic for stealing pizzas and causing...
MxResult FUN_100417c0()
[AI] Recalculates Brickster's navigation to a new plant/building/target as dictated by AI logic.
MxFloat GetUnknown0x50()
[AI] Gets the duration/target for building/plant attack animation.
MxFloat GetUnknown0x24()
[AI] Gets another stateful marker (delays, cooldown, or pizza effect timer).
void SetUnknown0x20(MxFloat p_unk0x20)
[AI] Sets custom Brickster timers/markers (see getters).
MxFloat GetUnknown0x20()
[AI] Gets a custom timer or marker for the Brickster state machine.
void SetUnknown0x50(MxFloat p_unk0x50)
MxResult FUN_100417a0(Act3Ammo &p_ammo, const Vector3 &)
[AI] Triggers the Brickster to react to a thrown pizza.
void SetUnknown0x24(MxFloat p_unk0x24)
[AI] Represents a police officer actor in Act 3, supporting specific cop AI actions,...
MxFloat GetUnknown0x20()
[AI] Gets a cop-specific timer used for movement or eating actions.
MxResult FUN_10040350(Act3Ammo &p_ammo, const Vector3 &)
[AI] Triggers the cop to attempt to intercept or react to a thrown donut.
void SetUnknown0x20(MxFloat p_unk0x20)
[AI] Sets the cop timer for eating/movement delays.
[AI] A custom intrusive list for handling state machine or scheduled actions/events during Act 3 sequ...
void FUN_10071fa0()
[AI] Internal removal method for the first element, wraps a deletion and triggers any necessary clean...
void Insert(MxS32 p_objectId, MxS32 p_option)
[AI] Inserts a new element, and conditionally triggers associated script actions or events depending ...
void FUN_100720d0(MxU32 p_objectId)
[AI] Removes an element either by objectId or from the front of the list, and updates queue state boo...
void Clear()
[AI] Removes all elements, triggers associated clean-up actions, and stops background audio.
MxFloat GetUnknown0x2c()
[AI] Gets the timestamp or value representing current animation time progress or state.
void SetUnknown0x2c(MxFloat p_unk0x2c)
[AI] Sets the timestamp or value representing animation progress/state.
[AI] Holds persistent state and status variables for Act 3 mission, saved between world reloads and p...
undefined4 m_unk0x08
[AI] Unknown persistent field holding an instruction/state flag.
[AI] Controls all main logic and progression of Act 3 in LEGO Island, including objects,...
Act3Cop * m_cop2
[AI] Second cop, instantiated when both are present.
void EatPizza(MxS32 p_index)
[AI] Simulates eating (removing) a pizza from the world at the given index.
void Enable(MxBool p_enable) override
[AI] Enables/Disables the world, handling time shifting/resume logic for all major actors in Act3.
MxResult ShootDonut(LegoPathController *p_controller, Vector3 &p_location, Vector3 &p_direction, Vector3 &p_up)
[AI] Attempts to launch a donut as a projectile using the given controller and initial transform.
MxU8 m_unk0x421d
[AI] Index/counter for sixth event-queue or script sequence. [AI_SUGGESTED_NAME: m_scriptIndex6]
Act3Script::Script m_unk0x426c
[AI] Current animation or script in progress (for intro/finale). [AI_SUGGESTED_NAME: m_currentScript]
MxLong HandleTransitionEnd()
[AI] Handles logic when a world/area transition is completed.
~Act3() override
[AI] Cleans up world and unregisters from notifications, frees all owned data.
MxResult Tickle() override
[AI] Main tick/update—called on each game loop iteration to update state, advance animations,...
void VTable0x60() override
[AI] Empty implementation for Act3-specific state logic; present for interface fulfillment.
MxU8 m_unk0x421a
[AI] Index/counter for third event-queue or script sequence. [AI_SUGGESTED_NAME: m_scriptIndex3]
MxResult ShootPizza(LegoPathController *p_controller, Vector3 &p_location, Vector3 &p_direction, Vector3 &p_up)
[AI] Attempts to launch a pizza as a projectile using the given controller and initial transform.
MxU8 m_unk0x421c
[AI] Index/counter for fifth event-queue or script sequence. [AI_SUGGESTED_NAME: m_scriptIndex5]
void FUN_10073430()
[AI] Moves Act3 and its state to a different step/action in custom sequence (used for in-game cutscen...
static void DebugPrintf(const char *p_format,...)
[AI] Debug utility, outputs formatted diagnostic messages for Act3 copter and world state.
MxU8 m_unk0x421b
[AI] Index/counter for fourth event-queue or script sequence. [AI_SUGGESTED_NAME: m_scriptIndex4]
Act3State * m_state
[AI] Current persistent Act3 state (progress flags, etc.).
void Destroy(MxBool p_fromDestructor) override
[AI] Teardown logic for Act 3, unregisters from world and resets navigation/input.
Act3Ammo m_pizzas[MAX_PIZZAS]
[AI] All possible pizza projectiles/instances in flight for this sequence.
MxResult FUN_10073390(Act3Ammo &p_ammo, const Vector3 &p_param2)
[AI] Triggers script/animation effects on cops for donuts that impact them.
MxBool Escape() override
[AI] Handles "escape" action (user attempts to leave/quit Act 3); cleans up state and halts audio/ani...
Act3Shark * m_shark
[AI] Shark entity in the world, for special chase/attack scenes.
void GoodEnding(const Matrix4 &p_destination)
[AI] Handles victory logic for Act3 (good ending); disables enemy actors, clears lists,...
void AddCop(Act3Cop *p_cop)
[AI] Registers a new cop, assigning to cop1 or cop2 as appropriate.
MxLong Notify(MxParam &p_param) override
[AI] Handles notifications from other systems (animation, transition, audio, etc.).
Act3Brickster * m_brickster
[AI] Main antagonist.
void SetBrickster(Act3Brickster *p_brickster)
[AI] Sets the reference to the Brickster actor in this Act3 instance.
MxFloat m_time
[AI] Used to track the time when Act3 was paused, and for actor resynchronization.
undefined m_unk0x421e
[AI] Stores number of helicopter "dot" items to show on the HUD, decremented for bad/good ending....
Act3Ammo m_donuts[MAX_DONUTS]
[AI] All possible donuts in flight/active for Act3's special logic.
LegoGameState::Area m_destLocation
[AI] Target world/area to switch to upon transition. Used for story progression.
static void DebugCopter(const Matrix4 &p_copter, const Matrix4 &p_destination, const Matrix4 &p_startPosition, const Matrix4 &p_endPosition, const MxQuaternionTransformer &p_quatTransform)
[AI] Debugs world matrices and quaternion transforms for helicopter camera/final animation.
void FUN_10073400()
[AI] Moves Act3 and its state to next step/action in custom sequence (used for in-game cutscene trans...
MxResult Create(MxDSAction &p_dsAction) override
[AI] World instancing method; sets up actors and notifies managers of state change.
Act3Cop * m_cop1
[AI] First cop involved in sequence (player/AI).
MxPresenter * m_helicopterDots[15]
[AI] Visual indicators for helicopter progress/UI.
void BadEnding(const Matrix4 &p_destination)
[AI] Handles loss logic for Act3 (bad ending); disables enemy actors, clears lists,...
void FUN_10072ad0(undefined4 p_param1)
[AI] Triggers special sequence actions or sounds depending on the provided param; cycles through queu...
void ReadyWorld() override
[AI] Called when transitioning into Act 3; triggers state setup and intro animation/missions.
undefined m_unk0x41fc
[AI] General flag, possibly "started" or "initialized". [AI_SUGGESTED_NAME: m_started]
void FUN_10073a60()
[AI] Removes one helicopter dot from the HUD, used when the copter progresses or an event is triggere...
Helicopter * m_copter
[AI] Player's helicopter, main vehicle.
MxU8 m_unk0x4219
[AI] Index/counter for the second event-queue or script sequence. [AI_SUGGESTED_NAME: m_scriptIndex2]
Act3List m_unk0x4220
[AI] Main queue/list for triggering and removing queued scripted actions. [AI_SUGGESTED_NAME: m_actio...
Act3()
[AI] Initializes all mission-critical actors, resets world state, and sets up notification and naviga...
MxResult FUN_10073360(Act3Ammo &p_ammo, const Vector3 &p_param2)
[AI] Triggers script/animation effects on the brickster for pizzas that impact him.
void EatDonut(MxS32 p_index)
[AI] Simulates eating (removing) a donut from the world at the given index.
void RemoveDonut(Act3Ammo &p_p)
[AI] Removes given donut actor and performs associated logic.
MxU8 m_unk0x4218
[AI] Index/counter for the first event-queue or script sequence. [AI_SUGGESTED_NAME: m_scriptIndex1]
void RemovePizza(Act3Ammo &p_p)
[AI] Removes given pizza actor and performs associated logic.
MxU32 m_unk0x08
[AI] State/progress value for the helicopter, used for tracking animation or progress in gameplay....
MxMatrix m_unk0x1a8
[AI] Stores end matrix (camera/actor) for camera transitions/interpolation. [AI]
void FUN_10004640(const Matrix4 &p_matrix)
[AI] Initiates camera transition for takeoff (Act3 minigame).
MxMatrix m_unk0x160
[AI] Stores start matrix (camera/actor) for camera transitions/interpolation. [AI]
HelicopterState * m_state
[AI] Pointer to the associated HelicopterState tracking per-helicopter animation/state....
void FUN_10004670(const Matrix4 &p_matrix)
[AI] Initiates camera transition for landing (Act3 minigame).
MxLong HandleClick() override
[AI] Processes click interactions with the helicopter UI/actor.
MxQuaternionTransformer m_unk0x1f4
[AI] Interpolator for quaternion/matrix transforms (camera movement for animation)....
MxLong HandleEndAnim(LegoEndAnimNotificationParam &p_param) override
[AI] Handles end-of-animation events for the helicopter (e.g., animation state transitions).
Derived path actor type for handling player transitions and activities on LEGO Island.
int SetFrustrum(float p_fov, float p_front, float p_back)
[AI] Sets the 3D perspective frustum parameters for camera and view.
void SetWorldSpeed(MxFloat p_worldSpeed) override
[AI] Sets the current world speed and chooses which animation (from the animation map list) should be...
MxResult FUN_10060dc0(MxU32 p_objectId, MxMatrix *p_matrix, MxBool p_param3, MxU8 p_param4, LegoROI *p_roi, MxBool p_param6, MxBool p_param7, MxBool p_param8, MxBool p_param9)
[AI] Helper for starting a specific animation, including world matrix and camera settings.
void FUN_10061010(MxBool p_und)
[AI] Cancels all camera/transition animations and resets camera after completion.
@ e_unk0
[AI] Unknown/unspecified play mode
void FUN_1005f6d0(MxBool p_unk0x400)
[AI] Enables or disables extras (extra actors).
void FUN_10030800()
[AI] Copies the current m_unk0x11 demo/counter into m_initialUnk0x11 for all buildings (for persisten...
LegoBuildingInfo * GetInfoArray(MxS32 &p_length)
[AI] Returns the full set of LegoBuildingInfo entries, checks/initializes boundary data if needed.
void Register(MxCore *p_listener)
[AI] Adds a listener to be notified of control events.
void Unregister(MxCore *p_listener)
[AI] Removes a listener so it no longer receives control events.
Notification parameter for signaling the end of an animation in the LEGO Island engine.
virtual void SetWorldSpeed(MxFloat p_worldSpeed)
[AI] Sets the current world speed value for this entity (used to control motion/animation rate).
LegoROI * GetROI()
[AI] Gets the ROI (Realtime Object Instance) associated with this entity. [AI]
Notification parameter class for LEGO event notifications such as mouse events and modifier keys.
Comprehensive persistent game state manager: handles save/load, player selection, area switching,...
void SwitchArea(Area p_area)
Switches the whole game state into a new area/world; manages transitions/scene loads.
void SetCurrentAct(Act p_currentAct)
Sets the current game act.
Area m_currentArea
Area/world the player is presently in. [AI].
LegoState * CreateState(const char *p_stateName)
Creates an instance of given state, registers it, and returns pointer.
@ e_act3
Act 3: final main story segment. [AI].
@ e_act1
Act 1: the first main segment of the game. [AI].
@ e_actNotFound
No act currently loaded (does not correspond to valid play). [AI].
@ e_act2
Act 2: main story segment two. [AI].
void StopArea(Area p_area)
Calls cleanup logic for the specified area (removes actors, VMs, closes handles, etc....
void FindLoadedAct()
Analyses the loaded Lego worlds to determine which act is present. [AI].
LegoState * GetState(const char *p_stateName)
Find an existing state (LegoState-derived) object by its registered script/class name.
@ e_infomain
Information Center, main screen. [AI].
@ e_act3script
Act 3 world/script main. [AI].
@ e_act2main
Act 2 world main screen. [AI].
@ e_isle
Open world (LEGO Island main map). [AI].
@ e_undefined
Undefined or unset area. [AI].
void SetDirty(MxBool p_isDirty)
Sets whether there are unsaved changes to the state.
void Reset()
[AI] Resets the internal navigation state and all navigation parameters to current defaults.
void ResetMaxLinearDeccel(MxFloat p_maxLinearDeccel)
[AI] Resets the maximum allowed linear deceleration and marks controller as using custom parameters.
void ResetMaxLinearAccel(MxFloat p_maxLinearAccel)
[AI] Resets the maximum allowed linear acceleration and marks controller as using custom parameters.
@ c_clearScreen
[AI] When set, clears the display surface. [AI]
@ c_disable3d
[AI] When set, disables 3D rendering. [AI]
@ c_disableInput
[AI] When set, disables input processing. [AI]
void SetActorTime(MxFloat p_actorTime)
[AI] Sets the global actor animation time value, adjusting how far along the animation is.
void SetLastTime(MxFloat p_lastTime)
[AI] Sets the time value for the last performed simulation tick.
@ c_initial
[AI] Default state upon creation or reset. [AI]
@ c_disabled
[AI] Marks as disabled or inactive for path follow logic. [AI]
virtual void VTable0xa8()
[AI] Re-applies transform to ROI, updates camera if needed, and processes per-actor tick actions.
MxFloat GetLastTime()
[AI] Gets the previous animation time value from last simulation tick.
MxFloat GetActorTime()
[AI] Returns the current animation time of the actor.
LegoPathBoundary * GetBoundary()
[AI] Retrieves the current path boundary associated with this actor.
void SetActorState(MxU32 p_actorState)
[AI] Sets the navigation/path state of the actor.
[AI] Represents a path segment or boundary in the navigation network for actors (vehicles,...
MxResult AddActor(LegoPathActor *p_actor)
[AI] Adds the given actor to this path boundary and sets its boundary pointer.
[AI] Manager for controlling actors' movement along predefined geometric paths.
MxResult PlaceActor(LegoPathActor *p_actor, const char *p_name, MxS32 p_src, float p_srcScale, MxS32 p_dest, float p_destScale)
[AI] Places an actor on a boundary at given source/destination edge indices, commonly for track segme...
MxResult FUN_1004a380(Vector3 &p_param1, Vector3 &p_param2, Mx3DPointFloat *p_param3, LegoPathBoundary *&p_boundary, MxFloat &p_param5)
[AI] Finds earliest intersection and placement on a valid boundary for the provided vectors and updat...
void FUN_10027200()
[AI] Propagates all plants' current growth/activity state to their restore points.
Lego3DManager * Get3DManager()
[AI] Returns the Lego3DManager for this manager, which owns all 3D scene representations and view con...
void Remove(MxCore *p_object)
Removes an object from all relevant world-managed lists or sets, and also detaches if needed.
MxResult PlaceActor(LegoPathActor *p_actor, const char *p_name, MxS32 p_src, float p_srcScale, MxS32 p_dest, float p_destScale)
Places an actor along a path, from source to destination, using named references and scaling.
MxCoreSet m_set0xd0
Set of currently paused/disconnected objects when world is disabled.
virtual void Enable(MxBool p_enable)
Enables or disables (pauses) the world and its main components.
MxResult Tickle() override
Main world tick/update, especially manages startup countdown.
MxBool m_worldStarted
Indicates if the world has successfully started and is considered active.
void Destroy(MxBool p_fromDestructor) override
Destroys the world and its contents, optionally called from the destructor.
MxCore * Find(const char *p_class, const char *p_name)
Finds an object of a given class and name in the world.
MxLong Notify(MxParam &p_param) override
Notification callback responding to registered events such as EndAction and NewPresenter.
MxResult Create(MxDSAction &p_dsAction) override
Initializes the world using an action, creating entity and sound lists, and camera controller.
4x4 Matrix class with virtual interface for manipulation and transformation.
[AI] Represents a 3D point with floating-point precision, inheriting from Vector3.
[AI] 4D point class for floating point values.
MxDSAction * GetAction()
[AI] Direct access to the underlying action.
MxResult PlayMusic(MxDSAction &p_action, undefined4 p_speed, MxPresenter::TickleState p_tickleState)
[AI] Initiates playback of a new background music action with specified speed and target tickle state...
void Stop()
[AI] Immediately stops all background music, clears all actions and presenters, and resets tickle sta...
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
const MxAtomId & GetAtomId()
[AI] Returns a const-reference to the object's atom identifier.
virtual void SetAtomId(MxAtomId p_atomId)
[AI] Sets the atom id for this object instance, used for indexing or lookup.
void SetObjectId(MxU32 p_objectId)
[AI] Sets the object id (for serialization or lookup).
MxU32 GetObjectId()
[AI] Returns the object id numeric value.
[AI] Notification parameter marking the end of an action, specialization of MxActionNotificationParam...
MxAtomId m_atomId
The AtomId associated with this entity, used for resource and script identification.
void Unregister(MxCore *p_listener)
[AI] Removes a previously registered listener and flushes any pending notifications for it.
void Register(MxCore *p_listener)
[AI] Registers a listener object to receive notifications.
[AI] Parameter object representing a single notification or event, carrying an identifier and sender ...
NotificationId GetNotification() const
[AI] Retrieves the current notification type of this parameter.
[AI] MxParam serves as a polymorphic base class for parameter passing in event and notification syste...
[AI] Abstract base class for all presenter types in the LEGO Island engine, responsible for managing ...
virtual void Enable(MxBool p_enable)
[AI] Enables or disables this presenter (controls action flags accordingly).
@ e_repeating
[AI] Presentation is repeating (e.g., looping media).
virtual void UnregisterClient(MxCore *p_client)
[AI] Unregisters (marks for destruction) a previously registered client.
MxLong GetTime()
Returns the current timer value in ms, depending on running state.
MxResult StartTransition(TransitionType p_animationType, MxS32 p_speed, MxBool p_doCopy, MxBool p_playMusicInAnim)
[AI] Begins a new transition animation of type p_animationType at the specified speed,...
@ e_mosaic
[AI] Complex mosaic block-out effect.
const Matrix4 & GetLocal2World() const
Accessor for the current local-to-world transformation matrix.
[AI] 3D vector class, providing vector and cross-product operations in 3D space.
#define DECOMP_SIZE_ASSERT(T, S)
#define NULL
[AI] Null pointer value (C/C++ semantics).
#define FAILURE
[AI] Used to indicate a failed operation in result codes.
#define SUCCESS
[AI] Used to indicate a successful operation in result codes.
void InvokeAction(Extra::ActionType p_actionId, const MxAtomId &p_pAtom, MxS32 p_streamId, LegoEntity *p_sender)
[AI] Dispatches and triggers a game action on the given script or object.
void SetAppCursor(Cursor p_cursor)
[AI] Sets the in-game cursor to a specified type.
@ e_cursorArrow
[AI] Standard arrow cursor. [AI]
LegoGameState * GameState()
[AI] Accessor for the game's central game state controller. [AI]
LegoVideoManager * VideoManager()
[AI] Accessor for the game's LegoVideoManager subsystem. Used for managing 3D/video hardware....
LegoAnimationManager * AnimationManager()
[AI] Accessor for the animation manager, which controls Lego character/world animation state....
void DeleteObjects(MxAtomId *p_id, MxS32 p_first, MxS32 p_last)
[AI] Batch deletes objects, given by atom id, and within the entity id range [p_first,...
LegoBuildingManager * BuildingManager()
[AI] Accessor for the building manager, handles constructible buildings and structures....
MxTransitionManager * TransitionManager()
[AI] Accessor for the MxTransitionManager, handling level transitions, fades, and world changes....
MxBackgroundAudioManager * BackgroundAudioManager()
[AI] Accessor for the background audio manager. Used for background music and ambient sounds....
void SetUserActor(LegoPathActor *p_userActor)
[AI] Sets the user-controlled LegoPathActor in the engine.
LegoPlantManager * PlantManager()
[AI] Accessor for the plant manager, handling in-game foliage and plants. [AI]
LegoControlManager * ControlManager()
[AI] Accessor for the control manager through the input manager; manages higher-level user/game contr...
void FUN_10015820(MxBool p_disable, MxU16 p_flags)
[AI] Utility for enabling or disabling functionality in LegoOmni based on certain flags.
LegoNavController * NavController()
[AI] Accessor for the navigation controller, managing player/camera navigation. [AI]
void PlayMusic(JukeboxScript::Script p_objectId)
[AI] Starts music playback by scripting the background audio manager to play the music piece referenc...
LegoPathActor * UserActor()
[AI] Accessor for the user (player-controllable) LegoPathActor. [AI]
LegoInputManager * InputManager()
[AI] Accessor for the input manager, which handles keyboard, mouse, and controller input....
void DeleteAction()
[AI] Deletes (or cancels) the currently running DSAction/cutscene/event logic. [AI]
MxTimer * Timer()
[AI] Returns the global simulation timer.
void DeleteObject(MxDSAction &p_dsAction)
[AI] Deletes the specified action object, removing it from the global action list.
MxNotificationManager * NotificationManager()
[AI] Returns the notification manager for system-wide state/update notifications.
MxTickleManager * TickleManager()
[AI] Provides access to the global tickle manager.
@ c_notificationButtonUp
[AI] Mouse/gamepad button release [AI]
@ c_notificationButtonDown
[AI] Mouse/gamepad button press [AI]
@ c_notificationEndAnim
[AI] End of an animation [AI]
@ c_notificationKeyPress
[AI] Keyboard key press detected [AI]
@ c_notificationTransitioned
[AI] Object has transitioned states or locations [AI]
@ c_notificationEndAction
[AI] Indicates the end of an action [AI]
Script
[AI] Same as above; compatibility for pre-C++11 code.
@ c_sns14xla_PlayWav
[AI] Play sound for SNS14XLA action. [AI]
@ c_sns49xin_PlayWav
[AI] Play sound for SNS49XIN action. [AI]
@ c_sns62xmg_PlayWav
[AI] Play sound for SNS62XMG action. [AI]
@ c_tlp068in_RunAnim
[AI] Run animation for TLP068IN action/resource. [AI]
@ c_sns07xni_PlayWav
[AI] Play sound for SNS07XNI action. [AI]
@ c_sns46xin_PlayWav
[AI] Play sound for SNS46XIN action. [AI]
@ c_sns50xin_PlayWav
[AI] Play sound for SNS50XIN action. [AI]
@ c_tns080br_PlayWav
[AI] Play sound for TNS080BR event/action. [AI]
@ c_sns04xni_PlayWav
[AI] Play sound for SNS04XNI action. [AI]
@ c_sns26xni_PlayWav
[AI] Play sound for SNS26XNI action. [AI]
@ c_sns11xni_PlayWav
[AI] Play sound for SNS11XNI action. [AI]
@ c_sns39xla_PlayWav
[AI] Play sound for SNS39XLA action. [AI]
@ c_sns38xla_PlayWav
[AI] Play sound for SNS38XLA action. [AI]
@ c_sns10xni_PlayWav
[AI] Play sound for SNS10XNI action. [AI]
@ c_sns27xni_PlayWav
[AI] Play sound for SNS27XNI action. [AI]
@ c_sns68xbu_PlayWav
[AI] Play sound for SNS68XBU action. [AI]
@ c_sns32xni_PlayWav
[AI] Play sound for SNS32XNI action. [AI]
@ c_sns52xro_PlayWav
[AI] Play sound for SNS52XRO action. [AI]
@ c_sns06xni_PlayWav
[AI] Play sound for SNS06XNI action. [AI]
@ c_sns03xni_PlayWav
[AI] Play sound for SNS03XNI action. [AI]
@ c_sns31xni_PlayWav
[AI] Play sound for SNS31XNI action. [AI]
@ c_sns08xni_PlayWav
[AI] Play sound for SNS08XNI action. [AI]
@ c_sns45xma_PlayWav
[AI] Play sound for SNS45XMA action. [AI]
@ c_sns58xna_PlayWav
[AI] Play sound for SNS58XNA action. [AI]
@ c_sns25xni_PlayWav
[AI] Play sound for SNS25XNI action. [AI]
@ c_sns23xni_PlayWav
[AI] Play sound for SNS23XNI action. [AI]
@ c_sns42xla_PlayWav
[AI] Play sound for SNS42XLA action. [AI]
@ c_sns54xro_PlayWav
[AI] Play sound for SNS54XRO action. [AI]
@ c_sns20xni_PlayWav
[AI] Play sound for SNS20XNI action. [AI]
@ c_pzhitdn_PlayWav
[AI] Plays sound effect when a pizza hits a donut. [AI]
@ c_snsxx2br_PlayWav
[AI] Play sound for SNSXX2BR or related event. [AI]
@ c_sns61xva_PlayWav
[AI] Play sound for SNS61XVA action. [AI]
@ c_sns05xni_PlayWav
[AI] Play sound for SNS05XNI action. [AI]
@ c_tlp064la_RunAnim
[AI] Run animation for TLP064LA action/resource. [AI]
@ c_sns16xla_PlayWav
[AI] Play sound for SNS16XLA action. [AI]
@ c_sns35xla_PlayWav
[AI] Play sound for SNS35XLA action. [AI]
@ c_sns22xni_PlayWav
[AI] Play sound for SNS22XNI action. [AI]
@ c_sns69xsn_PlayWav
[AI] Play sound for SNS69XSN action. [AI]
@ c_sns13xla_PlayWav
[AI] Play sound for SNS13XLA action. [AI]
@ c_sns29xni_PlayWav
[AI] Play sound for SNS29XNI action. [AI]
@ c_snsy23br_PlayWav
[AI] Play sound for SNSY23BR or related event. [AI]
@ c_HelicopterDashboard
[AI] Represents the helicopter dashboard GUI interface or overlay. [AI]
@ c_sns41xla_PlayWav
[AI] Play sound for SNS41XLA action. [AI]
@ c_sns48xin_PlayWav
[AI] Play sound for SNS48XIN action. [AI]
@ c_sns02xni_PlayWav
[AI] Play sound for SNS02XNI action. [AI]
@ c_sns60xna_PlayWav
[AI] Play sound for SNS60XNA action. [AI]
@ c_sns47xin_PlayWav
[AI] Play sound for SNS47XIN action. [AI]
@ c_tlp053in_RunAnim
[AI] Run animation for TLP053IN action/resource. [AI]
@ c_sns30xni_PlayWav
[AI] Play sound for SNS30XNI action. [AI]
@ c_sns17xla_PlayWav
[AI] Play sound for SNS17XLA action. [AI]
@ c_sns53xro_PlayWav
[AI] Play sound for SNS53XRO action. [AI]
@ c_sns12xla_PlayWav
[AI] Play sound for SNS12XLA action. [AI]
@ c_sns28xni_PlayWav
[AI] Play sound for SNS28XNI action. [AI]
@ c_tnsx07br_PlayWav
[AI] Play sound for TNSX07BR or related event. [AI]
@ c_sns43xma_PlayWav
[AI] Play sound for SNS43XMA action. [AI]
@ c_sns59xna_PlayWav
[AI] Play sound for SNS59XNA action. [AI]
@ c_sns09xni_PlayWav
[AI] Play sound for SNS09XNI action. [AI]
@ c_sns37xla_PlayWav
[AI] Play sound for SNS37XLA action. [AI]
@ c_sns44xma_PlayWav
[AI] Play sound for SNS44XMA action. [AI]
@ c_sns19xni_PlayWav
[AI] Play sound for SNS19XNI action. [AI]
@ c_sns66xsl_PlayWav
[AI] Play sound for SNS66XSL action. [AI]
@ c_sns15xla_PlayWav
[AI] Play sound for SNS15XLA action. [AI]
@ c_sns51xin_PlayWav
[AI] Play sound for SNS51XIN action. [AI]
@ c_sns40xla_PlayWav
[AI] Play sound for SNS40XLA action. [AI]
@ c_Act3Music
[AI] Act 3 background music.
[AI] Contains global script AtomId pointers and utility functions for managing script AtomIds in LEGO...
MxAtomId * g_act3Script
[AI] Script AtomId for Act 3 (endgame/helicopter chase) scripting.
MxAtomId * g_jukeboxScript
[AI] Script AtomId for the Jukebox entity/event script.
[AI] Represents an element in a custom list for activity scripting and audio/animation event queueing...
MxU32 m_objectId
[AI] Refers to an in-game object or script action; exact semantics are context-dependent.
undefined m_unk0x08
[AI] Boolean/flag; indicates if the corresponding object/action is active, completed,...
[AI] Describes the state, configuration, and world placement of a single LEGO building entity,...