Files
Henrique Gemignani Passos Lima 470cb479e8 Add Splines to SLdr
2025-01-14 03:40:29 +02:00

46 lines
1.2 KiB
C++

#ifndef _SLDREFFECT
#define _SLDREFFECT
#include "Kyoto/Math/CMayaSpline.hpp"
#include "Kyoto/SObjectTag.hpp"
#include "Kyoto/Streams/CInputStream.hpp"
#include "MetroidPrime/ScriptLoader/SLdrEditorProperties.hpp"
#include "MetroidPrime/ScriptLoader/SLdrLightParameters.hpp"
#include "MetroidPrime/ScriptLoader/SLdrSplineType.hpp"
struct SLdrEffect {
SLdrEffect();
~SLdrEffect();
SLdrEditorProperties editorProperties;
CAssetId particleEffect;
bool unknown_0x3df5a489;
bool restartOnActivate;
bool unknown_0xee538174;
float unknown_0xa94b0efd;
float unknown_0x93756968;
float unknown_0x0b94597d;
float unknown_0xd0e8a496;
bool unknown_0xa8bb6c61;
float unknown_0x7589d549;
float unknown_0xa7d7d767;
float unknown_0xfe69615c;
bool unknown_0x88d914a6;
bool visibleInDark;
bool visibleInEcho;
bool unknown_0x6714021c;
bool unknown_0xbe931927;
int renderOrder;
SLdrLightParameters lighting;
bool motionSplinePathLoops;
SLdrSplineType motionSplineType;
SLdrSpline motionControlSpline;
float motionSplineDuration;
bool unknown_0x73e63382;
bool unknown_0x608ecac5;
};
void LoadTypedefSLdrEffect(SLdrEffect&, CInputStream&);
#endif // _SLDREFFECT