13const
char*
g_actorNames[] = {
"none",
"pepper",
"mama",
"papa",
"nick",
"laura",
"The_Brickster!"};
50 location[0] = atof(token);
55 location[1] = atof(token);
60 location[2] = atof(token);
65 direction[0] = atof(token);
70 direction[1] = atof(token);
75 direction[2] = atof(token);
128 const char* name = p_roi->
GetName();
[AI] Represents an actor (character) entity in the LEGO Island 3D world, providing specific actor log...
LegoCacheSound * m_sound
[AI] Pointer to a currently active sound instance played by the actor, if any.
MxFloat m_unk0x70
[AI] Unknown float property, likely used for advanced audio/animation control. [AI_SUGGESTED_NAME: m_...
LegoActor()
[AI] Constructs new LegoActor, initializes members.
static const char * GetActorName(MxU8 p_id)
[AI] Gets the static display name of an actor by ID.
MxFloat m_frequencyFactor
[AI] The frequency/pitch scaling factor for the actor's sound (default 0 == normal).
MxU8 m_actorId
[AI] Unique identifier for this actor, corresponding to enum above.
void Mute(MxBool p_muted)
[AI] Mutes or unmutes the actor's current sound.
void SetROI(LegoROI *p_roi, MxBool p_bool1, MxBool p_bool2) override
[AI] Sets the Region of Interest (ROI, i.e.
void ParseAction(char *p_extra) override
[AI] Parses an action string and applies parsed behaviors to the actor.
~LegoActor() override
[AI] Cleans up LegoActor; stops sound if active.
LegoCacheSound * Play(const char *p_key, const char *p_name, MxBool p_looping)
[AI] Plays a sound identified by key, with the given playback name and looping flag.
void MuteStop(MxBool p_mute)
Mutes/unmutes by stopping (mute) or resuming playback.
void Stop()
Immediately stops playback and resets buffer, clearing event tag and position cues.
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 wor...
virtual void SetWorldSpeed(MxFloat p_worldSpeed)
[AI] Sets the current world speed value for this entity (used to control motion/animation rate).
LegoROI * GetROI()
[AI] Gets the ROI (Realtime Object Instance) associated with this entity. [AI]
MxU8 m_type
[AI] The entity type (Type enum value). [AI]
virtual void ResetWorldTransform(MxBool p_cameraFlag)
[AI] Resets the transformation for this entity (e.g., used with camera transitions).
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.
@ e_actor
[AI] Standard character entity controlled by scripts or user [AI]
MxU8 m_unk0x10
[AI] Unknown state/flag, used mainly to guard against repeated actions or manage animation/sound stat...
[AI] Represents a Real-time Object Instance enriched with LEGO-specific functionality.
const LegoChar * GetName() const
[AI] Gets this ROI's name.
LegoCacheSoundManager * GetCacheSoundManager()
[AI] Returns the cache sound manager used to cache and reuse sound effects.
[AI] Represents a 3D point with floating-point precision, inheriting from Vector3.
void SetVisibility(unsigned char p_visible)
[AI] Sets the visibility flag to the provided value.
#define DECOMP_SIZE_ASSERT(T, S)
const char * g_strATTACH_CAMERA
[AI] Command for attaching or associating the camera with an entity via script instructions.
const char * g_strSPEED
[AI] Used to read or set speed values for entities/animations via scripts or data files.
const char * g_strMUTE
[AI] Keyword for muting sound or disabling audio for an entity or context.
const char * g_parseExtraTokens
[AI] Delimiter tokens for parsing extra parameters in scripts or command strings.
const char * g_strSOUND
[AI] Symbolic string used to reference sound effects or sound object properties in the scripting syst...
const char * g_strVISIBILITY
[AI] Used when specifying visibility toggles or changes for objects/entities in scripting.
const char * g_actorNames[]
Array of actor names indexed by actor ID. [AI].
const char * g_actorNames[7]
Array of actor names indexed by actor ID. [AI].
#define NULL
[AI] Null pointer value (C/C++ semantics).
LegoSoundManager * SoundManager()
[AI] Accessor for the game's LegoSoundManager subsystem from the global LegoOmni instance....
MxBool KeyValueStringParse(char *, const char *, const char *)
Searches p_string for a key command and copies its associated value to p_output.