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103 lines
3.4 KiB
C++
103 lines
3.4 KiB
C++
#pragma once
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#include "../types.h"
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#include "CGame/CGameStateManager.h"
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#include "CObject/CObjectId.h"
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#include "CStateManagerGameLogicMP1.h"
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#include <CGame/CGameAreaManager.h>
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#include <CGame/CGameInstanceState.h>
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#include <rstl/enum_bit_field.h>
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#include <rstl/rc_ptr.hpp>
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class NStateManager {
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public:
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enum EStateManagerType {};
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};
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class NUIRelayGOC {
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public:
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enum EUIProxyEvent {};
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enum SUIProxyEventData {};
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};
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class IStateManagerGameLogic;
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class CDataEnumValue;
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class CFinalInput;
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class CGameObjectComponent;
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class CSceneProxy;
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class CTransform4f;
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class CVector3f;
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class CStateManager {
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public:
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enum EUpdateFlag {};
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enum EResetElapsedTime {};
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CStateManager(NStateManager::EStateManagerType,CObjectId const&,rstl::ncrc_ptr<CGameStateManager> const&,rstl::ncrc_ptr<IStateManagerGameLogic> const&);
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CStateManager(NStateManager::EStateManagerType,CObjectId const&,rstl::ncrc_ptr<CGameStateManager> const&);
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~CStateManager();
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void GetDisplayManager(void);
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// void GameLogicOnAreaLoaded(CValueVersionId<uint,ushort,ushort,16u,16u>);
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void EmitUIProxyEvent(NUIRelayGOC::EUIProxyEvent);
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void EmitUIProxyEvent(NUIRelayGOC::SUIProxyEventData const&);
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CGameInstanceState& GameInstanceState(void);
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void InitializeState(void);
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void SetInventoryCountCallback(CDataEnumValue const&,float,float);
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void SetInventoryCapacityCallback(CDataEnumValue const&,float,float);
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CGameState& GameState(void);
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void ShutdownState(void);
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void ProcessInput(CFinalInput const&);
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void ConsumePlayerInput(void);
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// void Update(float,rstl::enum_bit_field<CStateManager::EUpdateFlag,uchar,(CStateManager::EUpdateFlag)1>);
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void UpdateEverything(float);
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void BeginFrame(float);
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void UpdateAutoSave(float);
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void PumpScriptMessagesAndAllow(void);
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void BeginInputFrame(void);
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void UpdateRumbleManagers(float);
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void UpdateDisplayManager(float);
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void UpdateTerrainManager(float,bool);
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void PostCameraMove(float);
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void EndInputFrame(void);
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void LegacyEndInputFrame(void);
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void EndFrame(float);
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void DoPreThinkLogic(float);
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void GetCurrentTimeScale(void);
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void DoThinkLogic(float);
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void UpdateEffects(float);
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void UpdatePhysicsState(float);
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void DoTouchLogic(void);
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void RemoveFromSortedList(CGameObjectComponent &);
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void UpdateRenderState(void);
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void PushRenderState(rstl::ncrc_ptr<CSceneProxy> &,CStateManager::EResetElapsedTime);
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bool IsPaused(void) const;
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CGameInstanceState* GetGameInstanceState(void);
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void IsSkippingCinematic(void);
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void StartAutoSave(void);
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void UpdateListenerData(CTransform4f const&,CVector3f const&);
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void SetCameraPositionForAcousticBoundsFade(CVector3f const&);
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void StartTimeScale(float,float,float,float);
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void BlendOutTimeScale(uint);
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void StopTimeScale(uint);
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void GetTimeScaleState(uint);
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// void ConnectToOnRequestCompleteSignal(uint,TFunctorR<void,CStateManager&,CTimeScaleRequest::ERequestCompletionReason> const&);
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void CreatePhysicsWorld(void);
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CGameState* GetGameState(void) const;
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void GetUIDisplayManager(void);
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void UIDisplayManager(void);
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// world record for largest struct ever holy crap
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char gapA[5112128];
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CGameAreaManager * mGameAreaManager;
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void *unkPtr1;
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CStateManagerGameLogicMP1 *mStateManagerGameLogic;
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void *unkPtr3;
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char gap4E0148[1380];
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void* qword4E06C4;
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void* qword4E06CC;
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}; |