annotate Game.h @ 63:427b6c3b4e0f

Player creation ui: arrows animation fix
author Nomad
date Fri, 26 Oct 2012 03:43:05 +0200
parents bcc051713d20
children fdacbc653945
rev   line source
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1 #pragma once
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2 #include "LightmapBuilder.h"
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3 #include "DecalBuilder.h"
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4 #include "ParticleEngine.h"
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5 #include "Vis.h"
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6 #include "Mouse.h"
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7 #include "Keyboard.h"
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8 #include "IndoorCameraD3D.h"
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9 #include "CShow.h"
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10 #include "GammaControl.h"
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11 #include "stru6.h"
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12 #include "stru9.h"
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13 #include "stru10.h"
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14 #include "stru11.h"
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15 #include "stru12.h"
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16
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17
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18
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19
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20
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21 /* 320 */
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22 enum GAME_STATE
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23 {
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24 GAME_STATE_0 = 0x0,
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25 GAME_FINISHED = 0x1,
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26 GAME_STATE_2 = 0x2,
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27 GAME_STATE_3 = 0x3,
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28 GAME_STATE_4 = 0x4,
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29 GAME_STATE_5 = 0x5,
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30 GAME_STATE_6 = 0x6,
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31 GAME_STATE_7 = 0x7,
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32 GAME_STATE_8 = 0x8,
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33 GAME_STATE_FINAL_WINDOW = 0x9,
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34 GAME_STATE_A = 0xA
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35 };
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36
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37
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38
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39 /* 105 */
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40 #pragma pack(push, 1)
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41 struct Game__StationaryLight
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42 {
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43 Vec3_float_ vPosition;
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44 Vec3_float_ vRGBColor;
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45 float flt_18;
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46 };
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47 #pragma pack(pop)
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48
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49
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50 /* 108 */
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51 #pragma pack(push, 1)
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52 struct Game_stru0
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53 {
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54 int field_0;
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55 unsigned __int8 *ptr_4;
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56 int field_8;
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57 int field_C;
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58 };
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59 #pragma pack(pop)
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60
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61
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62 /* 279 */
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63 #pragma pack(push, 1)
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64 //Game_stru1
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65 struct Game_Bloodsplat
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66 {
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67 float x;
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68 float y;
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69 float z;
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70 float r;
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71 float g;
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72 float b;
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73 float radius;
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74 };
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75 #pragma pack(pop)
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76
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77 /* 104 */
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78 #pragma pack(push, 1)
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79 struct Game
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80 {
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81 static Game *Create();
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82 static void Destroy();
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83
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84 protected: Game();
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85 protected: ~Game();
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86
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87 public:
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88 void _44E904();
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89 bool InitializeGammaController();
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90 char PickMouse(float fPickDepth, unsigned int uMouseX, unsigned int uMouseY, bool bOutline, struct stru157 *a5, struct stru157 *a6);
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91 bool _44EB12(bool bOutline, struct stru157 *a3, struct stru157 *a4);
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92 void OutlineSelection();
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93 signed int _44EC23(struct stru148 *a2, int *a3, signed int a4);
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94 signed int _44ED0A(struct BLVFace *a2, int *a3, signed int a4);
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95 bool _44EDE4(struct BLVFace *pFace, int *a3);
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96 bool _44EE30(struct ODMFace *a2, int a3);
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97 bool draw_debug_outlines();
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98 bool _44EEA7();
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99 bool _44F07B();
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100 void ToggleFlags(unsigned int uMask);
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101 void ToggleFlags2(unsigned int uFlag);
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102 void _44F0FD();
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103 void PushStationaryLights(int a2);
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104 void PrepareBloodsplats();
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105 void Deinitialize();
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106 void Loop();
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107 void DrawParticles();
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108 void Draw();
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109
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110 //----- (0042EB6A) --------------------------------------------------------
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111 struct stru6 *GetStru6() {return this->pStru6Instance;}
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112 //----- (0042EB71) --------------------------------------------------------
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113 struct IndoorCameraD3D *GetIndoorCamera() {return this->pIndoorCameraD3D;}
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114
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115
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116 void (__thiscall ***vdestructor_ptr)(Game *, bool);
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117 Game__StationaryLight pStationaryLights[25];
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118 char field_2C0[1092];
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119 unsigned int uNumStationaryLights;
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120 Game_Bloodsplat pBloodsplats[20];
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121 int field_938;
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122 int field_93C;
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123 int field_940;
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124 int field_944;
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125 int field_948;
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126 int field_94C;
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127 int field_950;
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128 int field_954;
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129 int field_958;
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130 int field_95C;
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131 int field_960;
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132 int field_964;
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133 int field_968;
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134 int field_96C;
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135 int field_970;
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136 Mouse *pMouse;
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137 int field_978;
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138 Game_stru0 stru_97C;
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139 char field_98C[1148];
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140 int uNumBloodsplats;
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141 int field_E0C;
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142 __int64 field_E10;
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143 int uNumStationaryLights_in_pStationaryLightsStack;
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144 unsigned int bGammaControlInitialized;
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145 unsigned int uFlags;
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146 unsigned int uFlags2;
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147 float _E28_timed_gamma_strength;
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148 unsigned __int64 uSomeGammaStartTime;
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149 __int64 uSomeGammaDeltaTime;
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150 ThreadWard *pThreadWardInstance;
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151 ParticleEngine *pParticleEngine;
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152 Mouse *pMouseInstance;
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153 LightmapBuilder *pLightmapBuilder;
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154 Vis *pVisInstance;
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155 stru6 *pStru6Instance;
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156 IndoorCameraD3D *pIndoorCameraD3D;
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157 stru9 *pStru9Instance;
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158 stru10 *pStru10Instance;
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159 stru11 *pStru11Instance;
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160 stru12 *pStru12Instance;
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161 CShow *pCShow;
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162 Keyboard *pKeyboardInstance;
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163 GammaController *pGammaController;
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164 int field_E74;
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165 };
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166 #pragma pack(pop)
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167
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168
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169
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170
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171
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172
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173 extern Game *pGame;