[AI] Represents an actor instance specifically used within LEGO Island, extending LegoActor with noti...
virtual MxLong HandleEndAction(MxEndActionNotificationParam &)
[AI] Handles the notification that a media or scripted action has ended.
virtual MxLong VTable0x6c()
[AI] Handles a custom notification type mapped to vtable slot 0x6c.
virtual MxLong HandlePathStruct(LegoPathStructNotificationParam &)
[AI] Handles notifications relating to actor path or path structure changes (for movement,...
MxLong Notify(MxParam &p_param) override
[AI] Handles notification messages sent to this actor and dispatches to the appropriate handler based...
virtual MxLong HandleButtonUp(LegoControlManagerNotificationParam &)
[AI] Handles a button release (up) event routed via the control manager.
virtual MxLong HandleClick()
[AI] Handles a click event on this actor.
virtual MxLong HandleButtonDown(LegoControlManagerNotificationParam &)
[AI] Handles a button press (down) event, typically from user input, routed via the control manager.
virtual MxLong HandleEndAnim()
[AI] Handles the notification that an animation on this actor has finished.
[AI] Notification parameter for the LegoControlManager, used to propagate information about control e...
virtual MxResult Create(MxDSAction &p_dsAction)
[AI] Initializes the entity from a DSAction object, typically from a script or file load.
[AI] Specialized notification parameter used for path structure related events in LEGO Island.
[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] 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...
#define DECOMP_SIZE_ASSERT(T, S)
#define FAILURE
[AI] Used to indicate a failed operation in result codes.
#define SUCCESS
[AI] Used to indicate a successful operation in result codes.
LegoWorld * CurrentWorld()
[AI] Accessor for the currently active LegoWorld instance. [AI]
@ c_notificationButtonUp
[AI] Mouse/gamepad button release [AI]
@ c_notificationButtonDown
[AI] Mouse/gamepad button press [AI]
@ c_notificationEndAnim
[AI] End of an animation [AI]
@ c_notificationType0
[AI] Undefined/Generic notification type [AI]
@ c_notificationEndAction
[AI] Indicates the end of an action [AI]
@ c_notificationClick
[AI] Mouse click event [AI]
@ c_notificationPathStruct
[AI] Data related to a path structure [AI]
[AI] Contains global script AtomId pointers and utility functions for managing script AtomIds in LEGO...