Mercurial > mm7
view Game.h @ 1262:0aeac0b9ca30
included header cleanup
author | Grumpy7 |
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date | Wed, 12 Jun 2013 21:07:34 +0200 |
parents | 0d6c7ff3cddd |
children | e3e9c0467529 |
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#pragma once #include "VectorTypes.h" #define GAME_FLAGS_1_DRAW_BLV_DEBUGS 0x08 #define GAME_FLAGS_2_SATURATE_LIGHTMAPS 0x02 #define GAME_FLAGS_2_ALTER_GRAVITY 0x08 #define GAME_FLAGS_2_TARGETING_MODE 0x10 #define GAME_FLAGS_2_DRAW_BLOODSPLATS 0x20 /* 320 */ enum GAME_STATE { GAME_STATE_PLAYING = 0, GAME_FINISHED = 1, GAME_STATE_2 = 2, GAME_STATE_LOADING_GAME = 3, GAME_STATE_NEWGAME_OUT_GAMEMENU = 4, GAME_STATE_5 = 5, GAME_STATE_STARTING_NEW_GAME = 6, GAME_STATE_GAME_QUITTING_TO_MAIN_MENU = 7, GAME_STATE_PARTY_DIED = 8, GAME_STATE_FINAL_WINDOW = 9, GAME_STATE_A = 10 }; /* 105 */ #pragma pack(push, 1) struct Game__StationaryLight { Vec3_float_ vPosition; Vec3_float_ vRGBColor; float flt_18; }; #pragma pack(pop) /* 108 */ #pragma pack(push, 1) struct Game_stru0 { int field_0; unsigned __int8 *ptr_4; int field_8; int field_C; }; #pragma pack(pop) /* 279 */ #pragma pack(push, 1) //Game_stru1 struct Game_Bloodsplat { float x; float y; float z; float r; float g; float b; float radius; }; #pragma pack(pop) class Vis; class LightmapBuilder; class ParticleEngine; class Mouse; class Keyboard; class ThreadWard; class CShow; class GammaController; struct stru9; struct stru10; struct stru11; struct stru12; /* 104 */ #pragma pack(push, 1) struct Game { static Game *Create(); static void Destroy(); protected: Game(); protected: virtual ~Game(); public: void _44E904(); bool InitializeGammaController(); bool PickMouse(float fPickDepth, unsigned int uMouseX, unsigned int uMouseY, bool bOutline, struct Vis_SelectionFilter *sprite_filter, struct Vis_SelectionFilter *face_filter); bool PickKeyboard(bool bOutline, struct Vis_SelectionFilter *sprite_filter, struct Vis_SelectionFilter *face_filter); void OutlineSelection(); signed int _44EC23(struct stru148 *a2, int *a3, signed int a4); signed int _44ED0A(struct BLVFace *a2, int *a3, signed int a4); bool AlterGamma_BLV(struct BLVFace *pFace, unsigned int *pColor); bool AlterGamma_ODM(struct ODMFace *pFace, unsigned int *pColor); bool draw_debug_outlines(); bool _44EEA7(); bool _44F07B(); void ToggleFlags(unsigned int uMask); void ToggleFlags2(unsigned int uFlag); void _44F0FD(); void PushStationaryLights(int a2); void PrepareBloodsplats(); void Deinitialize(); void Loop(); void DrawParticles(); void Draw(); //----- (0042EB6A) -------------------------------------------------------- struct stru6 *GetStru6() {return this->pStru6Instance;} //----- (0042EB71) -------------------------------------------------------- struct IndoorCameraD3D *GetIndoorCamera() {return this->pIndoorCameraD3D;} //void (__thiscall ***vdestructor_ptr)(Game *, bool); Game__StationaryLight pStationaryLights[25]; char field_2C0[1092]; unsigned int uNumStationaryLights; Game_Bloodsplat pBloodsplats[20]; int field_938; int field_93C; int field_940; int field_944; int field_948; int field_94C; int field_950; int field_954; int field_958; int field_95C; int field_960; int field_964; int field_968; int field_96C; int field_970; Mouse *pMouse; int field_978; Game_stru0 stru_97C; char field_98C[1148]; int uNumBloodsplats; int field_E0C; __int64 field_E10; int uNumStationaryLights_in_pStationaryLightsStack; unsigned int bGammaControlInitialized; unsigned int uFlags; unsigned int uFlags2; float fSaturation; unsigned __int64 uSomeGammaStartTime; __int64 uSomeGammaDeltaTime; ThreadWard *pThreadWardInstance; ParticleEngine *pParticleEngine; Mouse *pMouseInstance; LightmapBuilder *pLightmapBuilder; Vis *pVisInstance; stru6 *pStru6Instance; IndoorCameraD3D *pIndoorCameraD3D; stru9 *pStru9Instance; stru10 *pStru10Instance; stru11 *pStru11Instance; stru12 *pStru12Instance; CShow *pCShow; Keyboard *pKeyboardInstance; GammaController *pGammaController; int field_E74; }; #pragma pack(pop) extern Game *pGame;