#pragma once #include "rstl/rc_ptr.hpp" #include "misc.h" #include "Math.hpp" struct CModelDataMP1 { CModelDataMP1(IMP1EntityBaseGOC &,CStaticResMPT const&,CModelLightingDataMP1 const&); CModelDataMP1(IMP1EntityBaseGOC &,CStaticResMPT const&,CModelLightingDataMP1 const&,CAnimatedUvDataMP1 const&); CModelDataMP1(void); CModelDataMP1(CStateManager const&,rstl::ncrc_ptr const&,CAnimResMPT const&,CAnimDataMP1::ETransformMode,CModelLightingDataMP1 const&); CModelDataMP1(CStateManager const&,IMP1EntityBaseGOC &,CAnimResMPT const&,CAnimDataMP1::ETransformMode,CModelLightingDataMP1 const&); CModelDataMP1(CModelDataMP1 const&); CModelDataMP1(CModelDataMP1&&); CScale3f mModelScale; int pad1; bool byte10; struct CAnimDataMP1 *mAnimData; bool byte20; float float24; float float28; float float2C; float float30; rstl::rc_ptr mModelNode; rstl::rc_ptr mSceneNodeProxy2; rstl::rc_ptr mSceneNodeProxy3; CValueVersionId mAreaUniqueId; uint8_t mGroupId; float float70; float float74; CObjectId mModelId; CAABox mBoundBox; bool mHasBoundBox; NGame::SObjectInfo *mObjInfo; CModelLightingDataMP1 mLightingData; };