metaforce/Runtime/CWorldSaveGameInfo.hpp

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#pragma once
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#include <vector>
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#include "DNACommon/SAVWCommon.hpp"
#include "Runtime/CFactoryMgr.hpp"
#include "Runtime/RetroTypes.hpp"
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namespace metaforce {
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class CWorldSaveGameInfo {
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public:
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using EScanCategory = DataSpec::SAVWCommon::EScanCategory;
struct SScanState {
CAssetId x0_id;
EScanCategory x4_category;
};
struct SLayerState {
TAreaId x0_area;
u32 x4_layer;
};
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private:
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u32 x0_areaCount;
std::vector<TEditorId> x4_cinematics;
std::vector<TEditorId> x14_relays;
std::vector<SLayerState> x24_layers;
std::vector<TEditorId> x34_doors;
std::vector<SScanState> x44_scans;
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public:
explicit CWorldSaveGameInfo(CInputStream& in);
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u32 GetAreaCount() const;
u32 GetCinematicCount() const;
s32 GetCinematicIndex(const TEditorId& id) const;
const std::vector<TEditorId>& GetCinematics() const { return x4_cinematics; }
const std::vector<TEditorId>& GetDoors() const { return x34_doors; }
const std::vector<SScanState>& GetScans() const { return x44_scans; }
u32 GetRelayCount() const;
s32 GetRelayIndex(const TEditorId& id) const;
TEditorId GetRelayEditorId(u32 idx) const;
u32 GetDoorCount() const;
s32 GetDoorIndex(const TEditorId& id) const;
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};
CFactoryFnReturn FWorldSaveGameInfoFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& param,
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CObjectReference* selfRef);
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} // namespace metaforce