52 return "LegoAct2State";
226 MxLong HandleTransitionEnd();
274 void FUN_10051fa0(
MxS32 p_param1);
281 void FUN_100521f0(
MxS32 p_param1);
297 const char* m_siFile;
[AI] Act2 mission-specific actor class, with custom state and animation handling for Act 2 of the sto...
[AI] Represents a special 'brick' object in the LEGO Island "Act 2" sequence, derived from LegoPathAc...
Represents the state object for Act 2 of the game.
undefined4 GetUnknown0x08()
Gets the value of the unknown member variable.
~LegoAct2State() override
Destructor.
undefined4 m_unk0x08
[AI] Unknown state variable. Purpose unclear. [AI]
MxBool m_enabled
[AI] TRUE if this state is currently enabled/active. [AI]
MxBool IsA(const char *p_name) const override
Type check against class name or parent class.
LegoAct2State()
Constructor, initializes state members.
MxBool IsSerializable() override
Always returns FALSE, as this state is not serializable.
void SetUnknown0x08(undefined4 p_unk0x08)
Sets the unknown value (purpose unclear).
const char * ClassName() const override
Returns the class name of this state ("LegoAct2State").
Implements the world and game logic for Act 2.
MxLong Notify(MxParam &p_param) override
Handles incoming notifications dispatched by the notification system.
void SetUnknown0x1138(Act2Actor *p_unk0x1138)
Sets the Act2Actor instance (main NPC or controller) used within Act2 logic.
MxBool Escape() override
Handles the Escape (quit/abort) action, stops audio/cutscene/cleans up state.
MxResult Create(MxDSAction &p_dsAction) override
Creates and initializes this world object using a DSAction.
void FUN_100517b0()
Spawns the next brick and triggers sound/whistle for the new brick.
void SetDestLocation(LegoGameState::Area p_destLocation)
Sets the destination location for area transition upon completion.
~LegoAct2() override
Destructor.
LegoAct2()
Constructor, initializes all members and registers to the notification manager.
MxBool VTable0x5c() override
Always returns TRUE: internal state-check used by engine.
MxResult FUN_10052560(Act2mainScript::Script p_objectId, MxBool p_param2, MxBool p_param3, Mx3DPointFloat *p_location, Mx3DPointFloat *p_direction, Mx3DPointFloat *p_param6)
Plays an animation (or cutscene) at optional location/direction in world space.
MxResult BadEnding()
Handles the "bad ending" sequence for Act 2.
MxResult Tickle() override
Main update tick for Act 2.
void Enable(MxBool p_enable) override
Enables or disables the Act 2 world and logic.
MxResult FUN_100516b0()
Spawns the next collectible brick at its position and plays associated animation if possible.
void VTable0x60() override
Unused; placeholder for possible extension.
void ReadyWorld() override
Prepares the world for player interaction, resumes animation, registers tickle, etc.
Area
Enumeration of all major in-game locations ("areas") for area/scene management and serialization.
[AI] Represents a path segment or boundary in the navigation network for actors (vehicles,...
[AI] Specialized notification parameter used for path structure related events in LEGO Island.
[AI] Represents a Real-time Object Instance enriched with LEGO-specific functionality.
[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.
Represents the active 3D world, holding all entity, animation, sound, path, and ROI objects.
[AI] Represents a 3D point with floating-point precision, inheriting from Vector3.
[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] Represents a 4x4 transformation matrix, specialized for the LEGO Island engine and derived from ...
[AI] MxParam serves as a polymorphic base class for parameter passing in event and notification syste...
Script
[AI] Identifiers for scripts, actions, entities, and resources for Act2Main.