110 char* instruction = strtok(m_value.GetData(),
g_delimiter2);
117 else if (!strcmpi(instruction,
g_varSHOW)) {
137 strcpy(buffer, p_value);
139 char* location = strtok(buffer,
",");
142 location = strtok(
NULL,
",");
159 if (!strcmpi(p_value,
g_papa)) {
162 else if (!strcmpi(p_value,
g_mama)) {
165 else if (!strcmpi(p_value,
g_pepper)) {
168 else if (!strcmpi(p_value,
g_nick)) {
171 else if (!strcmpi(p_value,
g_laura)) {
[AI] Variable for updating camera location and POV (field of view/frustum settings) for navigation an...
void SetValue(const char *p_value) override
[AI] Sets the value of this variable, updating the navigation controller and 3D manager with camera c...
[AI] Variable to represent game cursor (pointer) state.
void SetValue(const char *p_value) override
[AI] Sets the value of this variable—actual implementation is a stub.
int SetFrustrum(float p_fov, float p_front, float p_back)
[AI] Sets the 3D perspective frustum parameters for camera and view.
void SetActorId(MxU8 p_actorId)
Directly sets the current actor ID (preferred: use SetActor).
static MxResult UpdateLocation(MxU32 p_location)
[AI] Static: Changes the current world/camera location to the specified index in the location registr...
[AI] Represents a Real-time Object Instance enriched with LEGO-specific functionality.
Lego3DManager * Get3DManager()
[AI] Returns the Lego3DManager for this manager, which owns all 3D scene representations and view con...
virtual void SetValue(const char *p_value)
[AI] Sets the variable's value.
void SetVisibility(unsigned char p_visible)
[AI] Sets the visibility flag to the provided value.
[AI] Variable to trigger show/hide operations on in-game 3D objects (ROIs) by parsing visibility comm...
[AI] Variable representing the current player's character, allowing the game to switch the active act...
void SetValue(const char *p_value) override
[AI] Sets the current player actor in the game state based on the specified character.
#define DECOMP_SIZE_ASSERT(T, S)
#define NULL
[AI] Null pointer value (C/C++ semantics).
const char * g_varJETSPEED
[AI] Global variable key for the jet vehicle's speed.
const char * g_varAMBULSPEED
[AI] Global variable key for ambulance speed.
const char * g_varCURSOR
[AI] Global variable key for the cursor state.
const char * g_varMOTOSPEED
[AI] Global variable key for the motorcycle's speed.
const char * g_varVISIBILITY
[AI] Global variable key for controlling 3D object (ROI) visibility.
const char * g_delimiter2
const char * g_varMOTOFUEL
[AI] Global variable key for the motorcycle's fuel value.
const char * g_varCAMERALOCATION
[AI] Global variable key for the camera location.
const char * g_varTOWFUEL
[AI] Global variable key for tow truck fuel.
const char * g_varDUNEFUEL
[AI] Global variable key for the dune vehicle's fuel.
const char * g_varWHOAMI
[AI] Global variable key representing the player character identity ("who am I").
const char * g_varJETFUEL
[AI] Global variable key for the jet vehicle's fuel amount.
const char * g_varAMBULFUEL
[AI] Global variable key for ambulance fuel.
const char * g_varTOWSPEED
[AI] Global variable key for tow truck speed.
const char * g_varDUNESPEED
[AI] Global variable key for the dune vehicle's speed.
LegoGameState * GameState()
[AI] Accessor for the game's central game state controller. [AI]
LegoVideoManager * VideoManager()
[AI] Accessor for the game's LegoVideoManager subsystem. Used for managing 3D/video hardware....
LegoNavController * NavController()
[AI] Accessor for the navigation controller, managing player/camera navigation. [AI]
LegoROI * FindROI(const char *p_name)
[AI] Looks up a LegoROI (Real-time Object Instance) by name in the current world or global registry.