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CFrontEndUI work
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@@ -77,19 +77,20 @@ class CGameState
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std::vector<CWorldState> x88_worldStates;
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std::shared_ptr<CPlayerState> x98_playerState;
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std::shared_ptr<CWorldTransManager> x9c_transManager;
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double xa0_playTime;
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double xa0_playTime = 0.0;
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CPersistentOptions xa8_systemOptions;
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CGameOptions x17c_gameOptions;
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CHintOptions x1f8_hintOptions;
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u64 x210_cardSerial;
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u32 x20c_saveFileIdx = 0;
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u64 x210_cardSerial = 0;
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std::vector<u8> x218_backupBuf;
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union
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{
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struct
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{
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bool x228_24_hardMode;
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bool x228_25_deferPowerupInit;
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bool x228_24_hardMode : 1;
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bool x228_25_deferPowerupInit : 1;
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};
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u8 _dummy = 0;
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};
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@@ -98,20 +99,24 @@ class CGameState
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public:
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CGameState();
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CGameState(CBitStreamReader& stream);
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CGameState(CBitStreamReader& stream, u32 saveIdx);
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void SetCurrentWorldId(ResId id);
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std::shared_ptr<CPlayerState> GetPlayerState() {return x98_playerState;}
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std::shared_ptr<CWorldTransManager> GetWorldTransitionManager() {return x9c_transManager;}
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void SetTotalPlayTime(float time);
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CPersistentOptions& SystemOptions() { return xa8_systemOptions; }
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CGameOptions& GameOptions() { return x17c_gameOptions; }
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CHintOptions& HintOptions() { return x1f8_hintOptions; }
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CWorldState& StateForWorld(ResId mlvlId);
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CWorldState& CurrentWorldState() { return StateForWorld(x84_mlvlId); }
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ResId CurrentWorldAssetId() const { return x84_mlvlId; }
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void SetHardMode(bool v) { x228_24_hardMode = v; }
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void ReadPersistentOptions(CBitStreamReader& r);
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void ImportPersistentOptions(const CPersistentOptions& opts);
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void ExportPersistentOptions(CPersistentOptions& opts) const;
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void WriteBackupBuf();
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u32 GetFileIdx() const { return x20c_saveFileIdx; }
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void SetFileIdx(u32 idx) { x20c_saveFileIdx = idx; }
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void SetCardSerial(u64 serial) { x210_cardSerial = serial; }
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void PutTo(CBitStreamWriter& writer) const;
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float GetHardModeDamageMultiplier() const;
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