#pragma once #include "CObject/CObjectId.h" #include "rstl/string.h" namespace NGameWater { enum EWaterSortType : u8 {}; } struct SLdrVector_MP1Typedef { SLdrVector_MP1Typedef(); float x; float y; float z; }; struct SLdrAnimSet_MP1Typedef { SLdrAnimSet_MP1Typedef(); CObjectId mObjId; rstl::string mString1; rstl::string mString2; }; struct SLdrMapInfo_MP1Typedef { SLdrMapInfo_MP1Typedef(); CObjectId mObjId; int unkInt1 = 0; int unkInt2 = 0; }; struct SLdrLighting_MP1Typedef { SLdrLighting_MP1Typedef(); char size[0x5C]; }; struct SLdrScannable_MP1Typedef { SLdrScannable_MP1Typedef(); CObjectId mScanFileId; bool byte10; }; struct SLdrVisor_MP1Typedef { SLdrVisor_MP1Typedef(); int unkInt1; bool unkBool1; bool unkBool2; bool unkBool3; }; struct __attribute__((aligned(2))) SLdrActorInformation_MP1Typedef { SLdrActorInformation_MP1Typedef(); CObjectId objId1; CObjectId objId2; CObjectId objId3; CObjectId objId4; CObjectId objId5; SLdrLighting_MP1Typedef lightInfo; SLdrScannable_MP1Typedef scanInfo; SLdrVisor_MP1Typedef visorInfo; float unkFloat1; float unkFloat2; float fadeInTime; float fadeOutTime; float thermalMag; NGameWater::EWaterSortType waterSortType; bool unkBool2; bool globalTimeProvider; bool unkBool4; bool unkBool5; bool unkBool6; bool unkBool7; bool unkBool8; bool unkBool9; bool unkBool10; bool unkBool11; };