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More CPlayer progress
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53
include/MetroidPrime/Player/CSystemState.hpp
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53
include/MetroidPrime/Player/CSystemState.hpp
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#ifndef _CSYSTEMSTATE
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#define _CSYSTEMSTATE
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#include "types.h"
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#include "MetroidPrime/TGameTypes.hpp"
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#include "rstl/pair.hpp"
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#include "rstl/reserved_vector.hpp"
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#include "rstl/vector.hpp"
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class CSystemState {
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public:
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CSystemState();
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explicit CSystemState(CInputStream&);
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~CSystemState();
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void PutTo(COutputStream&) const;
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void SetHasFusion(bool v);
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bool GetHasFusion() const { return xd0_28_fusionSuitActive; }
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bool GetCinematicState(rstl::pair< CAssetId, TEditorId > cineId) const;
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void SetCinematicState(rstl::pair< CAssetId, TEditorId > cineId, bool state);
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bool GetShowPowerBombAmmoMessage() const;
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void IncrementPowerBombAmmoCount();
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bool GetAllItemsCollected() const { return xd0_29_allItemsCollected; }
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void SetAllItemsCollected(bool);
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// MP1R
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bool AreFreezeInstructionsStillEnabledFirstPerson() const;
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bool AreFreezeInstructionsStillEnabledMorphBall() const;
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void IncNumFreezeInstructionsPrintedFirstPerson();
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private:
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rstl::reserved_vector< uchar, 98 > x0_nesState;
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rstl::reserved_vector< bool, 64 > x68_;
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rstl::vector< rstl::pair< CAssetId, TEditorId > > xac_cinematicStates;
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int xbc_autoMapperKeyState;
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int xc0_frozenFpsCount;
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int xc4_frozenBallCount;
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int xc8_powerBombAmmoCount;
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int xcc_logScanPercent;
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bool xd0_24_fusionLinked : 1;
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bool xd0_25_normalModeBeat : 1;
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bool xd0_26_hardModeBeat : 1;
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bool xd0_27_fusionBeat : 1;
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bool xd0_28_fusionSuitActive : 1;
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bool xd0_29_allItemsCollected : 1;
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};
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#endif // _CSYSTEMSTATE
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