1#ifndef LEGOCARRACEACTOR_H
2#define LEGOCARRACEACTOR_H
36 return "LegoCarRaceActor";
66 void Animate(
float p_time)
override;
161 return "LegoJetskiRaceActor";
190 void Animate(
float p_time)
override;
[AI] Specialized actor class for car-based racing in LEGO Island racing sequences....
virtual void FUN_10012bf0(float p_unk0x18)
[AI] Sets a parameter likely affecting dynamic velocity or similar adjustment factor.
MxResult VTable0x9c() override
[AI] Handles the transition at key animation logic points, such as the end/start of edges and boundar...
MxFloat m_unk0x14
[AI] Could represent car acceleration or change-in-speed envelope. [AI_SUGGESTED_NAME: m_acceleration...
MxFloat m_unk0x08
[AI] Used for initial movement adjustment or normalization; always set to 1.0f in constructor....
virtual void FUN_10080590(float p_time)
[AI] Adjusts the target and acceleration for the car based on path, player position,...
virtual MxS32 VTable0x1c(LegoPathBoundary *p_boundary, LegoEdge *p_edge)
[AI] Handles logic for state transitions at control edges, updating actor state if needed based on pa...
MxU8 m_unk0x0c
[AI] State variable/fsm controlling the actor's current animation/logic state. [AI]
LegoCarRaceActor()
[AI] Constructor, sets up initial movement parameters and starting variable values....
virtual float FUN_10012be0()
[AI] Returns the current value of the straight path speed multiplier parameter. [AI]
MxFloat m_unk0x1c
[AI] Used for storing timestamps for time-based actor movement updates. [AI_SUGGESTED_NAME: m_lastUpd...
virtual float FUN_10012bc0()
[AI] Returns the current value of the acceleration or acceleration-related parameter....
MxU32 VTable0x6c(LegoPathBoundary *p_boundary, Vector3 &p_v1, Vector3 &p_v2, float p_f1, float p_f2, Vector3 &p_v3) override
[AI] Performs collision detection and/or special logic while moving the car actor along a boundary.
void SwitchBoundary(LegoPathBoundary *&p_boundary, LegoUnknown100db7f4 *&p_edge, float &p_unk0xe4) override
[AI] Handles switching from one path boundary to another, updating relevant edge and position paramet...
MxBool IsA(const char *p_name) const override
[AI] Checks if the object is a given class name (used for runtime type identification).
MxFloat m_unk0x18
[AI] General movement/velocity adjustment parameter, possibly for handling or group speed adjustment....
virtual void FUN_10012bb0(float p_unk0x14)
[AI] Sets the car acceleration or acceleration-related value.
virtual float FUN_10012c00()
[AI] Retrieves the current value of the velocity-related/dynamic adjustment parameter....
void Animate(float p_time) override
[AI] Main per-frame update for the car racer, controls activation of animation and state switching ba...
virtual void FUN_10012bd0(float p_unk0x10)
[AI] Sets a parameter likely related to speed multipliers when going straight.
static MxFloat g_unk0x100f7aec
[AI] Static value used as a global reference for minimum or target speed under specific circumstances...
const char * ClassName() const override
[AI] Returns the class name for this actor type.
MxFloat m_unk0x10
[AI] Likely a multiplier for maximum speed when on a straight portion of the track....
[AI] A racing actor subclass representing jetski (water-based) vehicles. Modifies car parameters and ...
LegoJetskiRaceActor()
[AI] Constructor initializing jetski movement and acceleration parameters. [AI]
MxS32 VTable0x1c(LegoPathBoundary *p_boundary, LegoEdge *p_edge) override
[AI] Handles state transitions for jetski racing at control edges or waterway turns.
MxU32 VTable0x6c(LegoPathBoundary *p_boundary, Vector3 &p_v1, Vector3 &p_v2, float p_f1, float p_f2, Vector3 &p_v3) override
[AI] Collision and path interaction routine specialized for jetski actors.
void Animate(float p_time) override
[AI] Per-frame logic and animation for jetski racing - enables racing state and syncs with variables....
MxBool IsA(const char *p_name) const override
[AI] Checks if the object is a given class name (used for runtime type identification).
const char * ClassName() const override
[AI] Returns the class name for this actor type.
[AI] Represents a path segment or boundary in the navigation network for actors (vehicles,...
[AI] Represents an actor that participates in races (usually vehicles or racers) on LEGO Island.
MxBool IsA(const char *p_name) const override
[AI] Determines whether this object is of a class with a given name.
[AI] 3D vector class, providing vector and cross-product operations in 3D space.
const char * g_raceState
[AI] Global variable storing the name of the race state variable (used for checking or setting state ...
const char * g_fuel
[AI] Global variable storing the name of the fuel variable (used for managing the actor's fuel in gam...
const char * g_racing
[AI] Global variable storing the name of the racing state (used to check if the race is currently ong...
[AI] Represents an edge in the LEGO world geometry graph.
[AI] Represents an advanced edge in the LEGO Island geometry system, with direction,...