40 return "HospitalState";
229 MxS16 m_currentActorId;
279 MxLong m_pizzaLedAnimTimer;
[AI] State-holding class for the hospital area; persists area-specific progress and variables between...
~HospitalState() override
[AI] Default virtual destructor.
MxS16 m_unk0x0c
[AI] General area progress/counter for current actor (mirrors one of the counters below depending on ...
MxS16 m_unk0x16
[AI] Progress counter for LAURA character's hospital actions or visit.
MxS16 m_unk0x12
[AI] Progress counter for PAPA character's hospital actions or visit.
MxS16 m_unk0x14
[AI] Progress counter for NICK character's hospital actions or visit.
MxS16 m_unk0x0e
[AI] Progress counter for PEPPER character's hospital actions or visit.
MxResult Serialize(LegoStorage *p_storage) override
[AI] (De)serializes this state to or from the provided LegoStorage handler.
const char * ClassName() const override
[AI] Retrieves the class name string for run-time type identification.
undefined4 m_unk0x08
[AI] State machine/counter variable determining narrative step or branch.
HospitalState()
[AI] Constructs a new HospitalState object and initializes all progression counters to zero.
MxBool IsA(const char *p_name) const override
[AI] Checks if the object matches the class name or any parent type.
MxS16 m_unk0x10
[AI] Progress counter for MAMA character's hospital actions or visit.
[AI] Implements the main 3D area and logic flow for the Hospital location/scene in LEGO Island.
Hospital()
[AI] Constructs a Hospital world, zeroes state, registers for notifications.
MxResult Create(MxDSAction &p_dsAction) override
[AI] Loads/sets up this world using the provided data-driven action.
MxLong Notify(MxParam &p_param) override
[AI] Receives notifications (such as keypresses, control input, and completion of scripted actions) a...
MxResult Tickle() override
[AI] Advances the hospital's world logic per tick; animates cop/pizza LED icons, handles script step ...
MxBool Escape() override
[AI] Cleans up objects and switches the main menu or outside area, if requested; used for ESC or Info...
void Enable(MxBool p_enable) override
[AI] Enables or disables the hospital world; hooks/unhooks input, marks world active state.
MxBool IsA(const char *p_name) const override
[AI] Checks if the object matches the class name or any parent type.
const char * ClassName() const override
[AI] Returns the class name for run-time type identification.
MxBool VTable0x5c() override
[AI] Indicates this world supports a custom feature flag for internal purposes; always TRUE.
void PlayAction(MxU32 p_objectId)
[AI] Triggers a new MxDSAction for the specified script object (e.g.
~Hospital() override
[AI] Tears down Hospital world handlers, unregisters from input/notification/tickle systems and reset...
void ReadyWorld() override
[AI] Initializes the hospital gameplay; loads area animations, resets scores/progress for the current...
[AI] Notification parameter for the LegoControlManager, used to propagate information about control e...
Area
Enumeration of all major in-game locations ("areas") for area/scene management and serialization.
[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.
Abstract base class providing an interface for file-like storage with binary and text read/write oper...
Represents the active 3D world, holding all entity, animation, sound, path, and ROI objects.
MxBool IsA(const char *p_name) const override
Runtime type checking; checks class hierarchy.
[AI] Represents an action deserialized from SI chunks, holding key animation or script parameters suc...
[AI] Notification parameter marking the end of an action, specialization of MxActionNotificationParam...
[AI] MxParam serves as a polymorphic base class for parameter passing in event and notification syste...
[AI] Presenter for single still image/bitmap media sources in the game.
unsigned short undefined2