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LegoEntity Class Reference

[AI] Represents an entity that can be placed and managed in the LEGO Island world. More...

#include <legoentity.h>

Inheritance diagram for LegoEntity:
Collaboration diagram for LegoEntity:

Public Types

enum  Type {
  e_actor = 0 , e_unk1 , e_plant , e_building ,
  e_autoROI
}
 [AI] Types of LegoEntity (Actor, Plant, Building, Auto ROI, etc.) [AI] More...
 
enum  { c_bit1 = 0x01 , c_managerOwned = 0x02 }
 [AI] Bit flag constants for entity state management [AI] More...
 
enum  { c_altBit1 = 0x01 }
 [AI] Secondary bit flag constants [AI] More...
 

Public Member Functions

 LegoEntity ()
 [AI] Default constructor. Initializes the LegoEntity with default values. [AI] More...
 
 ~LegoEntity () override
 [AI] Destructor. Cleans up resources and ensures ROI and script state are released. [AI] More...
 
MxLong Notify (MxParam &p_param) override
 [AI] Handles event notification for the entity, most notably user clicks, using polymorphic dispatch. More...
 
const char * ClassName () const override
 [AI] Returns the class name string. Used in entity runtime type identification. [AI] More...
 
MxBool IsA (const char *p_name) const override
 [AI] Polymorphic type check for this entity given a string. More...
 
virtual MxResult Create (MxDSAction &p_dsAction)
 [AI] Initializes the entity from a DSAction object, typically from a script or file load. More...
 
virtual void Destroy (MxBool p_fromDestructor)
 [AI] Cleans up the entity, detaching ROI and releasing references. More...
 
virtual void ParseAction (char *p_extra)
 [AI] Parses an action description string (usually from script "extra" data) and sets up this entity's action state. More...
 
virtual void SetROI (LegoROI *p_roi, MxBool p_bool1, MxBool p_bool2)
 [AI] Assigns a 3D ROI (3D object instance) to this entity, controlling how it appears/acts in the world. More...
 
virtual void SetWorldTransform (const Vector3 &p_location, const Vector3 &p_direction, const Vector3 &p_up)
 [AI] Explicitly sets the world transformation (location, direction, up vector) for this entity. More...
 
virtual void ResetWorldTransform (MxBool p_cameraFlag)
 [AI] Resets the transformation for this entity (e.g., used with camera transitions). More...
 
virtual void SetWorldSpeed (MxFloat p_worldSpeed)
 [AI] Sets the current world speed value for this entity (used to control motion/animation rate). More...
 
virtual void ClickSound (MxBool p_und)
 [AI] Plays a click sound, typically in response to user/AI actions, according to entity type. More...
 
virtual void ClickAnimation ()
 [AI] Plays a context-sensitive click animation, driven by current entity type and state. [AI] More...
 
virtual void SwitchVariant ()
 [AI] Switches variants for this entity (e.g., different animation, mesh, or texture variant), based on type. [AI] More...
 
virtual void SwitchSound ()
 [AI] Triggers a context-dependent audio/sound variant switch for this entity. [AI] More...
 
virtual void SwitchMove ()
 [AI] Switches movement/animation variant for this entity, if applicable (e.g., walking/running state). [AI] More...
 
virtual void SwitchColor (LegoROI *p_roi)
 [AI] Switches the color or texture variant for this entity (or target ROI). More...
 
virtual void SwitchMood ()
 [AI] Triggers a mood/state switch for this entity (if supported), often for characters. [AI] More...
 
void FUN_10010c30 ()
 [AI] Updates the camera transformation when this entity is the camera target. Used after movement or position updates. [AI] More...
 
void SetType (MxU8 p_type)
 [AI] Sets the entity's type (actor/plant/building/etc.) [AI] More...
 
void SetLocation (const Vector3 &p_location, const Vector3 &p_direction, const Vector3 &p_up, MxBool p_und)
 [AI] Sets the world-space location, direction, and up, applying normalization and transformation. More...
 
Mx3DPointFloat GetWorldDirection ()
 [AI] Gets the normalized world-space direction vector, optionally updating from ROI. [AI] More...
 
Mx3DPointFloat GetWorldUp ()
 [AI] Gets the normalized world-space up vector, optionally updating from ROI. [AI] More...
 
Mx3DPointFloat GetWorldPosition ()
 [AI] Gets the world-space position vector, optionally updating from ROI. [AI] More...
 
MxBool GetUnknown0x10IsSet (MxU8 p_flag)
 [AI] Checks if a bit flag in m_unk0x10 is set (purpose: state/animation suppression lock). More...
 
MxBool GetFlagsIsSet (MxU8 p_flag)
 [AI] Checks if a flag is set in the primary flags byte (m_flags). More...
 
MxU8 GetFlags ()
 [AI] Returns the value of the flag byte. [AI] More...
 
MxFloat GetWorldSpeed ()
 [AI] Gets the entity's current world speed state. [AI] More...
 
LegoROIGetROI ()
 [AI] Gets the ROI (Realtime Object Instance) associated with this entity. [AI] More...
 
MxU8 GetType ()
 [AI] Gets the type of this entity (one of the enum Type values). [AI] More...
 
MxBool GetCameraFlag ()
 [AI] Returns whether this entity is flagged as camera (affects world/camera synchronization). [AI] More...
 
void SetFlags (MxU8 p_flags)
 [AI] Sets all entity flags at once (replaces previous). More...
 
void SetFlag (MxU8 p_flag)
 [AI] Sets the given flag in the flags byte. More...
 
void ClearFlag (MxU8 p_flag)
 [AI] Clears the given flag in the flags byte. More...
 
void SetUnknown0x10Flag (MxU8 p_flag)
 [AI] Sets the given bit in the unknown (usually internal action suppression) flag byte. More...
 
void ClearUnknown0x10Flag (MxU8 p_flag)
 [AI] Clears the given bit in the unknown flag byte. More...
 
- Public Member Functions inherited from MxEntity
 MxEntity ()
 Default constructor. More...
 
 ~MxEntity () override
 Virtual destructor for MxEntity. More...
 
const char * ClassName () const override
 Returns the class name for type introspection. More...
 
MxBool IsA (const char *p_name) const override
 Checks if the object is of the given class name or a parent type. More...
 
virtual MxResult Create (MxS32 p_entityId, const MxAtomId &p_atomId)
 Initializes the entity from a given entity ID and AtomId. More...
 
MxResult Create (MxDSAction &p_dsAction)
 Initializes the entity from a MxDSAction object. More...
 
MxS32 GetEntityId ()
 Returns the current entity ID. More...
 
MxAtomIdGetAtomId ()
 Returns a reference to the entity AtomId. More...
 
void SetEntityId (MxS32 p_entityId)
 Sets the entity ID to the given value. More...
 
void SetAtomId (const MxAtomId &p_atomId)
 Sets the AtomId to the given value. More...
 
- Public Member Functions inherited from MxCore
 MxCore ()
 [AI] Constructs a new MxCore object and assigns it a unique id. More...
 
virtual ~MxCore ()
 [AI] Virtual destructor. Required for correct polymorphic cleanup in derived classes. More...
 
virtual MxLong Notify (MxParam &p_param)
 [AI] Virtual callback notification mechanism. More...
 
virtual MxResult Tickle ()
 [AI] Called by tickle managers to allow the object to update itself. More...
 
virtual const char * ClassName () const
 [AI] Returns the runtime class name of this object. More...
 
virtual MxBool IsA (const char *p_name) const
 [AI] Checks whether this object's class type or parents match the given name. More...
 
MxU32 GetId ()
 [AI] Gets the unique (per-process) id assigned to this object instance. More...
 

Protected Member Functions

void Init ()
 [AI] Initializes the entity's members to default/neutral values (utility for constructors and resets). [AI] More...
 
void SetWorld ()
 [AI] Registers/attaches this entity to the current world if not already; called on create or location change. [AI] More...
 

Protected Attributes

MxU8 m_unk0x10
 [AI] Unknown state/flag, used mainly to guard against repeated actions or manage animation/sound state. [AI] More...
 
MxU8 m_flags
 [AI] Primary entity flags (bitfield); tracks per-entity management status, internal update locks, etc. [AI] More...
 
Mx3DPointFloat m_worldLocation
 [AI] Entity location in world coordinates. [AI] More...
 
Mx3DPointFloat m_worldDirection
 [AI] Entity direction vector in world space (normalized). [AI] More...
 
Mx3DPointFloat m_worldUp
 [AI] Entity up vector in world space (normalized). [AI] More...
 
MxFloat m_worldSpeed
 [AI] World-relative speed (can affect animation/movement logic). [AI] More...
 
LegoROIm_roi
 [AI] Pointer to this entity's currently assigned ROI (3D instance in the world). [AI] More...
 
MxBool m_cameraFlag
 [AI] Set to TRUE if this entity is currently the camera target. [AI] More...
 
MxU8 m_type
 [AI] The entity type (Type enum value). [AI] More...
 
Extra::ActionType m_actionType
 [AI] Action type, parsed from script/extra string (e.g., openram/run/exit); guides Notify() and click logic. [AI] More...
 
char * m_siFile
 [AI] When parsing ACTION command, this is the SI script/filename to execute (owned, heap-allocated). [AI] More...
 
MxS32 m_targetEntityId
 [AI] When parsing ACTION command, this is the target entity ID for the action (or -1 for none). [AI] More...
 
- Protected Attributes inherited from MxEntity
MxS32 m_entityId
 The unique entity ID, typically used for lookup and reference. More...
 
MxAtomId m_atomId
 The AtomId associated with this entity, used for resource and script identification. More...
 

Detailed Description

[AI] Represents an entity that can be placed and managed in the LEGO Island world.

This class handles 3D transformation, linkage to a 3D object instance (ROI), script/action parsing, audio/animation switching behaviors, and other entity-driven event responses. Derived from MxEntity. [AI]

Definition at line 16 of file legoentity.h.

Member Enumeration Documentation

◆ anonymous enum

anonymous enum

[AI] Bit flag constants for entity state management [AI]

Enumerator
c_bit1 

[AI] Used internally for ROI/entity ownership tracking [AI]

c_managerOwned 

[AI] Indicates this entity is managed/owned by an entity manager [AI]

Definition at line 28 of file legoentity.h.

◆ anonymous enum

anonymous enum

[AI] Secondary bit flag constants [AI]

Enumerator
c_altBit1 

[AI] Used to prevent repeat sound/animation actions while one is in progress [AI]

Definition at line 34 of file legoentity.h.

◆ Type

[AI] Types of LegoEntity (Actor, Plant, Building, Auto ROI, etc.) [AI]

Enumerator
e_actor 

[AI] Standard character entity controlled by scripts or user [AI]

e_unk1 

[AI_SUGGESTED_NAME: e_unknown1] Reserved or unused, purpose unclear [AI]

e_plant 

[AI] Plant objects in the game (e.g., trees or bushes) [AI]

e_building 

[AI] Building entities, usually interactable or decorations [AI]

e_autoROI 

[AI] Catchall for ROI-adapted/unknown entities [AI]

Definition at line 19 of file legoentity.h.

Constructor & Destructor Documentation

◆ LegoEntity()

LegoEntity::LegoEntity ( )
inline

[AI] Default constructor. Initializes the LegoEntity with default values. [AI]

Definition at line 39 of file legoentity.h.

◆ ~LegoEntity()

LegoEntity::~LegoEntity ( )
inlineoverride

[AI] Destructor. Cleans up resources and ensures ROI and script state are released. [AI]

Definition at line 43 of file legoentity.h.

Member Function Documentation

◆ ClassName()

const char * LegoEntity::ClassName ( ) const
inlineoverridevirtual

[AI] Returns the class name string. Used in entity runtime type identification. [AI]

Reimplemented from MxCore.

Reimplemented in LegoExtraActor, LegoPathActor, LegoRace, LegoRaceActor, LegoJetski, LegoRaceCar, LegoCarRaceActor, LegoJetskiRaceActor, LegoWorld, Motocycle, Pizza, Pizzeria, Police, RaceCar, RegistrationBook, Score, SkateBoard, and TowTrack.

Definition at line 51 of file legoentity.h.

◆ ClearFlag()

void LegoEntity::ClearFlag ( MxU8  p_flag)
inline

[AI] Clears the given flag in the flags byte.

[AI]

Parameters
p_flagBit to clear. [AI]

Definition at line 179 of file legoentity.h.

◆ ClearUnknown0x10Flag()

void LegoEntity::ClearUnknown0x10Flag ( MxU8  p_flag)
inline

[AI] Clears the given bit in the unknown flag byte.

[AI]

Parameters
p_flagBit to clear. [AI]

Definition at line 187 of file legoentity.h.

◆ ClickAnimation()

void LegoEntity::ClickAnimation ( )
virtual

[AI] Plays a context-sensitive click animation, driven by current entity type and state. [AI]

Definition at line 298 of file legoentity.cpp.

◆ ClickSound()

void LegoEntity::ClickSound ( MxBool  p_und)
virtual

[AI] Plays a click sound, typically in response to user/AI actions, according to entity type.

Parameters
p_undDetermines variant/alternate sound or behavior. [AI]

Definition at line 266 of file legoentity.cpp.

◆ Create()

MxResult LegoEntity::Create ( MxDSAction p_dsAction)
virtual

[AI] Initializes the entity from a DSAction object, typically from a script or file load.

[AI]

Parameters
p_dsActionThe source action to initialize from. [AI]

Reimplemented in Act3, Ambulance, Bike, CarRace, DuneBuggy, ElevatorBottom, GasStation, Helicopter, HistoryBook, Hospital, Infocenter, InfocenterDoor, Isle, IsleActor, IslePathActor, Jetski, JetskiRace, JukeBox, LegoAct2, LegoCarBuild, LegoRace, LegoWorld, Motocycle, Pizza, Pizzeria, Police, RaceCar, RegistrationBook, Score, SkateBoard, and TowTrack.

Definition at line 84 of file legoentity.cpp.

◆ Destroy()

void LegoEntity::Destroy ( MxBool  p_fromDestructor)
virtual

[AI] Cleans up the entity, detaching ROI and releasing references.

[AI]

Parameters
p_fromDestructorTrue if called from destructor. [AI]

Reimplemented in Act3, Act3Ammo, Ambulance, IslePathActor, and LegoWorld.

Definition at line 94 of file legoentity.cpp.

◆ FUN_10010c30()

void LegoEntity::FUN_10010c30 ( )

[AI] Updates the camera transformation when this entity is the camera target. Used after movement or position updates. [AI]

Definition at line 192 of file legoentity.cpp.

◆ GetCameraFlag()

MxBool LegoEntity::GetCameraFlag ( )
inline

[AI] Returns whether this entity is flagged as camera (affects world/camera synchronization). [AI]

Definition at line 167 of file legoentity.h.

◆ GetFlags()

MxU8 LegoEntity::GetFlags ( )
inline

[AI] Returns the value of the flag byte. [AI]

Definition at line 155 of file legoentity.h.

◆ GetFlagsIsSet()

MxBool LegoEntity::GetFlagsIsSet ( MxU8  p_flag)
inline

[AI] Checks if a flag is set in the primary flags byte (m_flags).

[AI]

Parameters
p_flagFlag value to test. [AI]

Definition at line 152 of file legoentity.h.

◆ GetROI()

LegoROI * LegoEntity::GetROI ( )
inline

[AI] Gets the ROI (Realtime Object Instance) associated with this entity. [AI]

Definition at line 161 of file legoentity.h.

◆ GetType()

MxU8 LegoEntity::GetType ( )
inline

[AI] Gets the type of this entity (one of the enum Type values). [AI]

Definition at line 164 of file legoentity.h.

◆ GetUnknown0x10IsSet()

MxBool LegoEntity::GetUnknown0x10IsSet ( MxU8  p_flag)
inline

[AI] Checks if a bit flag in m_unk0x10 is set (purpose: state/animation suppression lock).

[AI]

Parameters
p_flagFlag value to test. [AI]

Definition at line 148 of file legoentity.h.

◆ GetWorldDirection()

Mx3DPointFloat LegoEntity::GetWorldDirection ( )

[AI] Gets the normalized world-space direction vector, optionally updating from ROI. [AI]

Definition at line 202 of file legoentity.cpp.

◆ GetWorldPosition()

Mx3DPointFloat LegoEntity::GetWorldPosition ( )

[AI] Gets the world-space position vector, optionally updating from ROI. [AI]

Definition at line 224 of file legoentity.cpp.

◆ GetWorldSpeed()

MxFloat LegoEntity::GetWorldSpeed ( )
inline

[AI] Gets the entity's current world speed state. [AI]

Definition at line 158 of file legoentity.h.

◆ GetWorldUp()

Mx3DPointFloat LegoEntity::GetWorldUp ( )

[AI] Gets the normalized world-space up vector, optionally updating from ROI. [AI]

Definition at line 213 of file legoentity.cpp.

◆ Init()

void LegoEntity::Init ( )
protected

[AI] Initializes the entity's members to default/neutral values (utility for constructors and resets). [AI]

Definition at line 24 of file legoentity.cpp.

◆ IsA()

MxBool LegoEntity::IsA ( const char *  p_name) const
inlineoverridevirtual

[AI] Polymorphic type check for this entity given a string.

[AI]

Parameters
p_nameName of class to check. [AI]

Reimplemented from MxCore.

Reimplemented in LegoExtraActor, LegoPathActor, LegoRace, LegoRaceActor, LegoJetski, LegoRaceCar, LegoCarRaceActor, LegoJetskiRaceActor, LegoWorld, Motocycle, Pizza, Pizzeria, Police, RaceCar, RegistrationBook, Score, SkateBoard, and TowTrack.

Definition at line 59 of file legoentity.h.

◆ Notify()

MxLong LegoEntity::Notify ( MxParam p_param)
overridevirtual

[AI] Handles event notification for the entity, most notably user clicks, using polymorphic dispatch.

[AI] If an actionable event is received, invokes script-driven or context-specific action.

Parameters
p_paramParameter dispatch object, expected to reference LegoEventNotificationParam. [AI]

Reimplemented from MxCore.

Reimplemented in LegoRace, LegoRaceMap, LegoJetski, LegoRaceCar, LegoWorld, Police, RegistrationBook, Score, and TowTrack.

Definition at line 466 of file legoentity.cpp.

◆ ParseAction()

void LegoEntity::ParseAction ( char *  p_extra)
virtual

[AI] Parses an action description string (usually from script "extra" data) and sets up this entity's action state.

Parameters
p_extraString with the action command to parse. Example: "ACTION:<action>; <filename>; <entity-id>". [AI]

Reimplemented in Act3Shark, Act3Cop, Act3Brickster, Doors, LegoActor, LegoAnimActor, LegoPathActor, LegoRaceMap, LegoJetski, LegoRaceCar, and RaceSkel.

Definition at line 236 of file legoentity.cpp.

◆ ResetWorldTransform()

void LegoEntity::ResetWorldTransform ( MxBool  p_cameraFlag)
virtual

[AI] Resets the transformation for this entity (e.g., used with camera transitions).

Parameters
p_cameraFlagWhether this entity should act as the camera controller target. [AI]

Definition at line 41 of file legoentity.cpp.

◆ SetFlag()

void LegoEntity::SetFlag ( MxU8  p_flag)
inline

[AI] Sets the given flag in the flags byte.

[AI]

Parameters
p_flagBit to set. [AI]

Definition at line 175 of file legoentity.h.

◆ SetFlags()

void LegoEntity::SetFlags ( MxU8  p_flags)
inline

[AI] Sets all entity flags at once (replaces previous).

[AI]

Parameters
p_flagsBitfield value to set. [AI]

Definition at line 171 of file legoentity.h.

◆ SetLocation()

void LegoEntity::SetLocation ( const Vector3 p_location,
const Vector3 p_direction,
const Vector3 p_up,
MxBool  p_und 
)

[AI] Sets the world-space location, direction, and up, applying normalization and transformation.

[AI]

Parameters
p_locationTarget location. [AI]
p_directionForward vector (normalized internally). [AI]
p_upUp vector (normalized internally). [AI]
p_undIf true, updates camera transform as well. [AI]

Definition at line 158 of file legoentity.cpp.

◆ SetROI()

void LegoEntity::SetROI ( LegoROI p_roi,
MxBool  p_bool1,
MxBool  p_bool2 
)
virtual

[AI] Assigns a 3D ROI (3D object instance) to this entity, controlling how it appears/acts in the world.

Parameters
p_roiROI pointer to assign. [AI]
p_bool1Whether to clear or set a specific flag after setting the ROI. [AI]
p_bool2If true, updates the ROI transformation to match current world state. [AI]

Reimplemented in Act2Actor, and LegoActor.

Definition at line 127 of file legoentity.cpp.

◆ SetType()

void LegoEntity::SetType ( MxU8  p_type)

[AI] Sets the entity's type (actor/plant/building/etc.) [AI]

Parameters
p_typeType enumeration value to set. [AI]

Definition at line 459 of file legoentity.cpp.

◆ SetUnknown0x10Flag()

void LegoEntity::SetUnknown0x10Flag ( MxU8  p_flag)
inline

[AI] Sets the given bit in the unknown (usually internal action suppression) flag byte.

[AI]

Parameters
p_flagBit to set. [AI]

Definition at line 183 of file legoentity.h.

◆ SetWorld()

void LegoEntity::SetWorld ( )
protected

[AI] Registers/attaches this entity to the current world if not already; called on create or location change. [AI]

Definition at line 116 of file legoentity.cpp.

◆ SetWorldSpeed()

virtual void LegoEntity::SetWorldSpeed ( MxFloat  p_worldSpeed)
inlinevirtual

[AI] Sets the current world speed value for this entity (used to control motion/animation rate).

[AI]

Parameters
p_worldSpeedNew world speed value. [AI]

Reimplemented in Act2Actor, LegoAnimActor, LegoExtraActor, LegoJetski, and LegoRaceCar.

Definition at line 98 of file legoentity.h.

◆ SetWorldTransform()

void LegoEntity::SetWorldTransform ( const Vector3 p_location,
const Vector3 p_direction,
const Vector3 p_up 
)
virtual

[AI] Explicitly sets the world transformation (location, direction, up vector) for this entity.

Parameters
p_locationNew world location. [AI]
p_directionNew world direction vector. [AI]
p_upNew world up vector. [AI]

Definition at line 71 of file legoentity.cpp.

◆ SwitchColor()

void LegoEntity::SwitchColor ( LegoROI p_roi)
virtual

[AI] Switches the color or texture variant for this entity (or target ROI).

[AI]

Parameters
p_roiOptional: target LegoROI for color/texture switching. [AI]

Definition at line 411 of file legoentity.cpp.

◆ SwitchMood()

void LegoEntity::SwitchMood ( )
virtual

[AI] Triggers a mood/state switch for this entity (if supported), often for characters. [AI]

Definition at line 434 of file legoentity.cpp.

◆ SwitchMove()

void LegoEntity::SwitchMove ( )
virtual

[AI] Switches movement/animation variant for this entity, if applicable (e.g., walking/running state). [AI]

Definition at line 387 of file legoentity.cpp.

◆ SwitchSound()

void LegoEntity::SwitchSound ( )
virtual

[AI] Triggers a context-dependent audio/sound variant switch for this entity. [AI]

Definition at line 363 of file legoentity.cpp.

◆ SwitchVariant()

void LegoEntity::SwitchVariant ( )
virtual

[AI] Switches variants for this entity (e.g., different animation, mesh, or texture variant), based on type. [AI]

Definition at line 339 of file legoentity.cpp.

Member Data Documentation

◆ m_actionType

Extra::ActionType LegoEntity::m_actionType
protected

[AI] Action type, parsed from script/extra string (e.g., openram/run/exit); guides Notify() and click logic. [AI]

Definition at line 224 of file legoentity.h.

◆ m_cameraFlag

MxBool LegoEntity::m_cameraFlag
protected

[AI] Set to TRUE if this entity is currently the camera target. [AI]

Definition at line 218 of file legoentity.h.

◆ m_flags

MxU8 LegoEntity::m_flags
protected

[AI] Primary entity flags (bitfield); tracks per-entity management status, internal update locks, etc. [AI]

Definition at line 200 of file legoentity.h.

◆ m_roi

LegoROI* LegoEntity::m_roi
protected

[AI] Pointer to this entity's currently assigned ROI (3D instance in the world). [AI]

Definition at line 215 of file legoentity.h.

◆ m_siFile

char* LegoEntity::m_siFile
protected

[AI] When parsing ACTION command, this is the SI script/filename to execute (owned, heap-allocated). [AI]

Definition at line 228 of file legoentity.h.

◆ m_targetEntityId

MxS32 LegoEntity::m_targetEntityId
protected

[AI] When parsing ACTION command, this is the target entity ID for the action (or -1 for none). [AI]

Definition at line 231 of file legoentity.h.

◆ m_type

MxU8 LegoEntity::m_type
protected

[AI] The entity type (Type enum value). [AI]

Definition at line 221 of file legoentity.h.

◆ m_unk0x10

MxU8 LegoEntity::m_unk0x10
protected

[AI] Unknown state/flag, used mainly to guard against repeated actions or manage animation/sound state. [AI]

Definition at line 197 of file legoentity.h.

◆ m_worldDirection

Mx3DPointFloat LegoEntity::m_worldDirection
protected

[AI] Entity direction vector in world space (normalized). [AI]

Definition at line 206 of file legoentity.h.

◆ m_worldLocation

Mx3DPointFloat LegoEntity::m_worldLocation
protected

[AI] Entity location in world coordinates. [AI]

Definition at line 203 of file legoentity.h.

◆ m_worldSpeed

MxFloat LegoEntity::m_worldSpeed
protected

[AI] World-relative speed (can affect animation/movement logic). [AI]

Definition at line 212 of file legoentity.h.

◆ m_worldUp

Mx3DPointFloat LegoEntity::m_worldUp
protected

[AI] Entity up vector in world space (normalized). [AI]

Definition at line 209 of file legoentity.h.


The documentation for this class was generated from the following files: