#ifndef _SLDRTWEAKPLAYER_MOTION #define _SLDRTWEAKPLAYER_MOTION #include "Kyoto/Streams/CInputStream.hpp" struct SLdrTweakPlayer_Motion { SLdrTweakPlayer_Motion(); ~SLdrTweakPlayer_Motion(); float forwardAccelNormal; float forwardAccelAir; float forwardAccelIce; float forwardAccelOrganic; float forwardAccelWater; float forwardAccelLava; float forwardAccelPhazon; float forwardAccelShrubbery; float rotationalAccelNormal; float rotationalAccelAir; float rotationalAccelIce; float rotationalAccelOrganic; float rotationalAccelWater; float rotationalAccelLava; float rotationalAccelPhazon; float rotationalAccelShrubbery; float movementFrictionNormal; float movementFrictionAir; float movementFrictionIce; float movementFrictionOrganic; float movementFrictionWater; float movementFrictionLava; float movementFrictionPhazon; float movementFrictionShrubbery; float rotationFrictionNormal; float rotationFrictionAir; float rotationFrictionIce; float rotationFrictionOrganic; float rotationFrictionWater; float rotationFrictionLava; float rotationFrictionPhazon; float rotationFrictionShrubbery; float rotationMaxSpeedNormal; float rotationMaxSpeedAir; float rotationMaxSpeedIce; float rotationMaxSpeedOrganic; float rotationMaxSpeedWater; float rotationMaxSpeedLava; float rotationMaxSpeedPhazon; float rotationMaxSpeedShrubbery; float forwardMaxSpeedNormal; float forwardMaxSpeedAir; float forwardMaxSpeedIce; float forwardMaxSpeedOrganic; float forwardMaxSpeedWater; float forwardMaxSpeedLava; float forwardMaxSpeedPhazon; float forwardMaxSpeedShrubbery; float gravitationalAccel; float fluidGravitationalAccel; float verticalJumpAccel; float horizontalJumpAccel; float verticalDoubleJumpAccel; float horizontalDoubleJumpAccel; float waterJumpFactor; float waterBallJumpFactor; float lavaJumpFactor; float lavaBallJumpFactor; float phazonJumpFactor; float phazonBallJumpFactor; float allowedJumpTime; float allowedDoubleJumpTime; float minDoubleJumpWindow; float maxDoubleJumpWindow; float unknown; float minJumpTime; float minDoubleJumpTime; float ledgeFallTime; float doubleJumpImpulse; float backwardsForceMultiplier; float bombJumpHeight; float bombJumpRadius; float gravityBoostTime; float gravityBoostForce; float gravityBoostCancelDampening; bool gravityBoostMultipleAllowed; }; void LoadTypedefSLdrTweakPlayer_Motion(SLdrTweakPlayer_Motion&, CInputStream&); #endif // _SLDRTWEAKPLAYER_MOTION