prime/include/Kyoto_CWD/CSystemOptions.hpp

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#ifndef _CSYSTEMOPTIONS_HPP
#define _CSYSTEMOPTIONS_HPP
#include "types.h"
#include "TGameTypes.hpp"
#include "rstl/pair.hpp"
#include "rstl/reserved_vector.hpp"
#include "rstl/vector.hpp"
class CSystemOptions {
public:
CSystemOptions();
CSystemOptions(const CSystemOptions&);
~CSystemOptions();
CSystemOptions& operator=(const CSystemOptions&);
void SetHasFusion(bool v);
bool GetHasFusion() const { return xd0_27_fusionBeat; }
private:
rstl::reserved_vector< u8, 98 > x0_nesState;
rstl::reserved_vector< bool, 64 > x68_;
rstl::vector< rstl::pair< CAssetId, TEditorId > > xac_cinematicStates;
int xbc_autoMapperKeyState;
int xc0_frozenFpsCount;
int xc4_frozenBallCount;
int xc8_powerBombAmmoCount;
int xcc_logScanPercent;
bool xd0_24_fusionLinked : 1;
bool xd0_25_normalModeBeat : 1;
bool xd0_26_hardModeBeat : 1;
bool xd0_27_fusionBeat : 1;
bool xd0_28_fusionSuitActive : 1;
bool xd0_29_allItemsCollected : 1;
};
#endif