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Initial pause screen implementations

This commit is contained in:
Jack Andersen
2017-04-25 20:43:48 -10:00
parent 2579ab470e
commit 159b83b37a
23 changed files with 416 additions and 75 deletions

View File

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#ifndef __URDE_CSAMUSDOLL_HPP__
#define __URDE_CSAMUSDOLL_HPP__
#include "CPlayerState.hpp"
#include "CToken.hpp"
#include "Character/CModelData.hpp"
namespace urde
{
class CDependencyGroup;
namespace MP1
{
class CSamusDoll
{
std::vector<CToken> x0_depToks;
zeus::CTransform x10_;
float x40_ = 0.f;
CPlayerState::EPlayerSuit x44_suit;
CPlayerState::EBeamId x48_beam;
bool x4c_intoBallComplete = false;
bool x4d_morphball = false;
std::experimental::optional<CModelData> xc8_suitModel1;
rstl::reserved_vector<TCachedToken<CSkinnedModel>, 2> x118_suitModel1and2;
std::experimental::optional<CModelData> x134_suitModelBoots;
public:
CSamusDoll(const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp,
CPlayerState::EPlayerSuit suit, CPlayerState::EBeamId beam,
bool hasSpiderBall, bool hasGrappleBeam);
};
}
}
#endif // __URDE_CSAMUSDOLL_HPP__