38 void Animate(
float p_time)
override;
74 list<Act3Ammo*> m_eatPizzas;
185 void Animate(
float p_time)
override;
267 void Animate(
float p_time)
override;
341 MxS32 FUN_10042300();
[AI] Represents a generic animatable actor in Act 3, supporting path following and custom animation t...
MxFloat GetUnknown0x1c()
[AI] Gets the custom time marker or value for animation/transformation logic.
Act3Actor()
[AI] Constructs a new Act3Actor, initializing state.
void SetUnknown0x1c(MxFloat p_unk0x1c)
[AI] Sets the custom time marker or value.
const char * ClassName() const override
[AI] Returns the class name string for debugging/instancing.
MxResult HitActor(LegoPathActor *p_actor, MxBool p_bool) override
[AI] Called when this actor is hit/collided by another actor, such as a projectile or another charact...
MxU32 VTable0x90(float p_time, Matrix4 &p_transform) override
[AI] Handles transformation updates for the actor.
Represents an ammo object (pizza or donut) used in Act 3 gameplay sequence.
[AI] Represents the Brickster actor in Act 3, with AI and scene logic for stealing pizzas and causing...
MxResult HitActor(LegoPathActor *p_actor, MxBool p_bool) override
[AI] Handles Brickster being hit by an actor (e.g., cop, pizza ammo), processes pizza counters and de...
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 Animate(float p_time) override
[AI] Main logic for Brickster's per-frame AI behavior: handles pizza seeking, plant/building attacks,...
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 ParseAction(char *p_extra) override
[AI] Parses Brickster-specific commands from action strings; sets its world reference and triggers th...
~Act3Brickster() override
[AI] Frees Brickster resources, implemented for correct inheritance.
Act3Brickster()
[AI] Constructs a Brickster character, setting default animation and navigation state.
void SetUnknown0x50(MxFloat p_unk0x50)
MxResult FUN_100417a0(Act3Ammo &p_ammo, const Vector3 &)
[AI] Triggers the Brickster to react to a thrown pizza.
MxResult VTable0x9c() override
[AI] Handles AI updates post pathfinding/state transition recalculation.
void SetUnknown0x24(MxFloat p_unk0x24)
void SwitchBoundary(LegoPathBoundary *&p_boundary, LegoUnknown100db7f4 *&p_edge, float &p_unk0xe4) override
[AI] Switches navigation/path boundary for Brickster and updates edge and offset (stateful for when e...
[AI] Represents a police officer actor in Act 3, supporting specific cop AI actions,...
MxResult FUN_10040360()
[AI] Internal: recalculates cop movement/path container target.
void Animate(float p_time) override
[AI] Per-frame animation update, handles cop AI state switching to seek donuts, interact with Brickst...
Act3Cop()
[AI] Constructs a new police officer actor, initializing references and default patrol states.
MxResult VTable0x9c() override
[AI] Performs path container recalculation for cop AI movement.
MxResult HitActor(LegoPathActor *, MxBool) override
[AI] Processes collision with another actor, especially for handling donut pickups and Brickster inte...
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 ParseAction(char *p_extra) override
[AI] Parses incoming action command strings for cop-specific data and registers itself with the world...
void SetUnknown0x20(MxFloat p_unk0x20)
[AI] Sets the cop timer for eating/movement delays.
[AI] Represents the shark actor for Act 3 of the LEGO Island game.
MxFloat GetUnknown0x2c()
[AI] Gets the timestamp or value representing current animation time progress or state.
Act3Shark()
[AI] Constructs a new Act3Shark object, initializing internal state.
void SetUnknown0x2c(MxFloat p_unk0x2c)
[AI] Sets the timestamp or value representing animation progress/state.
const char * ClassName() const override
[AI] Returns the class name string for debugging/instancing.
void Animate(float p_time) override
[AI] Handles per-frame animation updates for the shark, synchronizing animation with pizza consumptio...
virtual MxResult EatPizza(Act3Ammo *p_ammo)
[AI] Called when the shark "eats" a pizza.
void ParseAction(char *) override
[AI] Handles additional parsing logic for shark-specific actions, such as animation triggers.
[AI] Path-based actor which supports skeletal/mesh animation via an animation tree and multiple anima...
[AI] An actor that moves along a predefined path, supporting boundary transitions,...
[AI] Represents a path segment or boundary in the navigation network for actors (vehicles,...
[AI] Represents a Real-time Object Instance enriched with LEGO-specific functionality.
Represents the active 3D world, holding all entity, animation, sound, path, and ROI objects.
4x4 Matrix class with virtual interface for manipulation and transformation.
[AI] Represents a 3D point with floating-point precision, inheriting from Vector3.
[AI] 3D vector class, providing vector and cross-product operations in 3D space.
[AI] Structure containing cop destination information for patrol paths, boundaries,...
LegoPathBoundary * m_boundary
[AI] Cached pointer to the boundary object after resolving m_bName
MxFloat m_unk0x14[3]
[AI] Direction or reference vector for this destination [AI_SUGGESTED_NAME: destinationDir]
MxFloat m_unk0x08[3]
[AI] World coordinates for the destination or checkpoint [AI_SUGGESTED_NAME: destinationPos]
const char * m_bName
[AI] Path boundary name used for seeking path destinations
[AI] Holds per-animation instance data for a LegoAnimActor.
[AI] Describes the state, configuration, and world placement of a single LEGO building entity,...
[AI] Struct representing a single plant's static configuration on LEGO Island, including placement,...
[AI] Represents an advanced edge in the LEGO Island geometry system, with direction,...