metaforce/Runtime/MP1/CInventoryScreen.cpp

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#include "CInventoryScreen.hpp"
#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
#include "Audio/CSfxManager.hpp"
namespace urde
{
namespace MP1
{
CInventoryScreen::CInventoryScreen(u32 w1,
const CDependencyGroup& suitDgrp,
const CDependencyGroup& ballDgrp)
: x0_w1(w1), x14_strgPauseScreen(g_SimplePool->GetObj("STRG_PauseScreen")),
x20_suitDgrp(suitDgrp), x24_ballDgrp(ballDgrp),
x28_pauseScreenInstructions(g_SimplePool->GetObj("FRME_PauseScreenInstructions")),
x54_frmePauseScreenId(g_ResFactory->GetResourceIdByName("FRME_PauseScreen")->id)
{
SObjectTag frmeTag(FOURCC('FRME'), x54_frmePauseScreenId);
x58_frmePauseScreenBufSz = g_ResFactory->ResourceSize(frmeTag);
ProjectResourceFactoryBase& resFac = static_cast<ProjectResourceFactoryBase&>(*g_ResFactory);
x60_loadTok = resFac.LoadResourceAsync(frmeTag, x5c_frmePauseScreenBuf);
CSfxManager::SfxStart(1435, 1.f, 0.f, false, 0x7f, false, kInvalidAreaId);
}
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void CInventoryScreen::ProcessControllerInput(const CStateManager& mgr, const CFinalInput& input)
{
}
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}
}