37 return "HelicopterState";
88 void Animate(
float p_time)
override;
109 void Exit()
override;
[AI] Controls all main logic and progression of Act 3 in LEGO Island, including objects,...
[AI] Game state entity specialized for tracking Helicopter-related state during gameplay.
MxBool Reset() override
[AI] Resets helicopter-specific state/progress tracking variable.
MxU32 m_unk0x08
[AI] State/progress value for the helicopter, used for tracking animation or progress in gameplay....
const char * ClassName() const override
[AI] Returns the runtime class name string of this object.
HelicopterState()
[AI] Default constructor initializes unmapped state property to zero. [AI]
MxBool IsSerializable() override
[AI] Indicates if this state can be serialized (always false for HelicopterState).
MxBool IsA(const char *p_name) const override
[AI] Checks if this object is of the requested class or a parent class.
[AI] Represents the flyable helicopter vehicle/path actor in the game, handling all in-game behaviors...
Helicopter()
[AI] Constructs and initializes helicopter-specific settings. [AI]
~Helicopter() override
[AI] Destructor, handles cleanup/unregistration. [AI]
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).
MxResult Create(MxDSAction &p_dsAction) override
[AI] Creates (initializes) the helicopter entity from an action script.
void VTable0x74(Matrix4 &p_transform) override
[AI] Applies world transformations relevant to helicopter motion/position.
void FUN_100042a0(const Matrix4 &p_matrix)
[AI] Internal: Sets up smooth camera path and stores transform endpoints used for takeoff/landing tra...
float m_unk0x1f0
[AI] Timestamp for beginning of camera/copter transition—used for timing interpolation....
void Animate(float p_time) override
[AI] Handles animation logic for the helicopter.
MxMatrix m_unk0x160
[AI] Stores start matrix (camera/actor) for camera transitions/interpolation. [AI]
MxLong HandleControl(LegoControlManagerNotificationParam &p_param) override
[AI] Processes input/control events specific to helicopter (dashboard/cockpit/archetype event handlin...
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).
void Exit() override
[AI] Handles the helicopter's exit/teardown. Resets state, unregisters, updates game state and cleans...
MxLong HandleClick() override
[AI] Processes click interactions with the helicopter UI/actor.
void CreateState()
[AI] Creates or retrieves the associated HelicopterState instance for this actor. [AI]
MxBool IsA(const char *p_name) const override
[AI] Checks if this object is of the requested class or a superclass.
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).
const char * ClassName() const override
[AI] Returns the runtime class name string for this object instance.
MxAtomId m_script
[AI] Current script-atom identifier for action callbacks and in-game object referencing....
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.
[AI] Notification parameter for the LegoControlManager, used to propagate information about control e...
Notification parameter for signaling the end of an animation in the LEGO Island engine.
[AI] Base class for game state blocks which encapsulate serializable and/or resettable aspects of the...
MxBool IsA(const char *p_name) const override
[AI] Tests if this object is of a given class name, directly or through inheritance.
4x4 Matrix class with virtual interface for manipulation and transformation.
[AI] Atomized (unique) string identifier, managed by reference counting.
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
[AI] Represents a 4x4 transformation matrix, specialized for the LEGO Island engine and derived from ...