[AI] Holds state and transient gameplay data for the first act on Lego Island.
MxU32 m_unk0x018
[AI] Internal gameplay state variable; see Get/SetUnknown18 for usage. [AI]
[AI] Represents a bumpable buoy in the world that handles user interactions, specifically the Jetski ...
MxLong Notify(MxParam &p_param) override
[AI] Handles notifications sent to this BumpBouy instance.
~BumpBouy() override
[AI] Destructor unregisters the BumpBouy from the notification manager.
Derived path actor type for handling player transitions and activities on LEGO Island.
MxBool IsA(const char *p_name) const override
[AI] Checks if class or any superclass matches the given type string.
virtual void Exit()
[AI] Called when the actor is deactivated or moved out of player control, restoring previous actor if...
[AI] Represents the main overworld (LEGO Island) in the game, acting as the central hub and state mac...
void SetDestLocation(LegoGameState::Area p_destLocation)
[AI] Sets destination location for world transitions (are used after certain cutscenes/buttons).
virtual void SetWorldSpeed(MxFloat p_worldSpeed)
[AI] Sets the current world speed value for this entity (used to control motion/animation rate).
LegoState * GetState(const char *p_stateName)
Find an existing state (LegoState-derived) object by its registered script/class name.
@ e_jetrace
Jetski race area, "interior"/main. [AI].
void SetRender3D(MxBool p_render3d)
[AI] Enables or disables main 3D rendering (e.g., used internally on video transitions).
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...
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.
#define DECOMP_SIZE_ASSERT(T, S)
MxAtomId * g_isleScript
[AI] Node used in hierarchical scene graphs and animation trees. [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....
MxTransitionManager * TransitionManager()
[AI] Accessor for the MxTransitionManager, handling level transitions, fades, and world changes....
LegoWorld * FindWorld(const MxAtomId &p_atom, MxS32 p_entityid)
[AI] Searches for or retrieves a LegoWorld instance based on an atom id and entity id.
LegoPathActor * UserActor()
[AI] Accessor for the user (player-controllable) LegoPathActor. [AI]
MxNotificationManager * NotificationManager()
[AI] Returns the notification manager for system-wide state/update notifications.
@ c_notificationClick
[AI] Mouse click event [AI]
[AI] Contains global script AtomId pointers and utility functions for managing script AtomIds in LEGO...