#include "CGameState.hpp" #include "IOStreams.hpp" #include "zeus/Math.hpp" namespace urde { CGameState::CGameState() { x98_playerState.reset(new CPlayerState()); x9c_transManager.reset(new CWorldTransManager()); x228_25_deferPowerupInit = true; } CGameState::CGameState(CBitStreamReader& stream) { x228_25_deferPowerupInit = true; for (u32 i = 0; i < 128; i++) stream.ReadEncoded(8); u32 tmp = stream.ReadEncoded(32); double val1 = *(reinterpret_cast(&tmp)); bool val2 = stream.ReadEncoded(1); stream.ReadEncoded(1); tmp = stream.ReadEncoded(32); double val3 = *(reinterpret_cast(&tmp)); tmp = stream.ReadEncoded(32); double val4 = *(reinterpret_cast(&tmp)); tmp = stream.ReadEncoded(32); double val5 = *(reinterpret_cast(&tmp)); CPlayerState tmpPlayer(stream); float currentHealth = tmpPlayer.GetHealthInfo().GetHP(); } void CGameState::SetCurrentWorldId(unsigned int id, const std::string& name) { } void CGameState::SetTotalPlayTime(float time) { xa0_playTime = zeus::clamp(0.0, time, 359999.0); } CWorldState& CGameState::StateForWorld(ResId mlvlId) { auto it = x88_worldStates.begin(); for (; it != x88_worldStates.end() ; ++it) { if (it->GetWorldAssetId() == mlvlId) break; } if (it == x88_worldStates.end()) { x88_worldStates.emplace_back(mlvlId); return x88_worldStates.back(); } return *it; } }