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CScriptSpecialFunction progress & symbol updates
Former-commit-id: 84d590be2f
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@@ -138,6 +138,7 @@ public:
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}
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CEnvFxManager* EnvFxManager() { return x880_envFxManager; }
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const CEnvFxManager* GetEnvFxManager() const { return x880_envFxManager; }
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CRumbleManager* GetRumbleManager() { return x88c_rumbleManager; }
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CRandom16* GetActiveRandom() const { return x900_random; }
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@@ -162,19 +163,33 @@ public:
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const CDamageInfo& info, const CMaterialFilter& filter,
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const CVector3f& knockbackVec);
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// State transitions
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void DeferStateTransition(EStateManagerTransition t);
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EStateManagerTransition GetDeferredStateTransition() const { return xf90_deferredTransition; }
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void SetBossParams(TUniqueId bossId, float maxEnergy, u32 stringIdx);
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void SetPendingOnScreenTex(CAssetId texId, const CVector2i& origin, const CVector2i& extent) {
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void EnterMapScreen() { DeferStateTransition(kSMT_MapScreen); }
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void EnterPauseScreen() { DeferStateTransition(kSMT_PauseGame); }
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void EnterLogBookScreen() { DeferStateTransition(kSMT_LogBook); }
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void EnterSaveGameScreen() { DeferStateTransition(kSMT_SaveGame); }
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void EnterMessageScreen(uint, float);
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bool GetWantsToEnterMapScreen() const { return xf90_deferredTransition == kSMT_MapScreen; }
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bool GetWantsToEnterPauseScreen() const { return xf90_deferredTransition == kSMT_PauseGame; }
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bool GetWantsToEnterLogBookScreen() const { return xf90_deferredTransition == kSMT_LogBook; }
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bool GetWantsToEnterSaveGameScreen() const { return xf90_deferredTransition == kSMT_SaveGame; }
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bool GetWantsToEnterMessageScreen() const {
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return xf90_deferredTransition == kSMT_MessageScreen;
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}
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void SetEnergyBarActorInfo(TUniqueId bossId, float maxEnergy, u32 stringIdx);
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void SetPendingOnScreenTex(CAssetId texId, const CVector2i& origin, const CVector2i& extent);/* {
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xef4_pendingScreenTex.x0_id = texId;
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xef4_pendingScreenTex.x4_origin = origin;
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xef4_pendingScreenTex.xc_extent = extent;
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}
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}*/
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const SOnScreenTex& GetPendingScreenTex() const { return xef4_pendingScreenTex; }
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float IntegrateVisorFog(float f);
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void SetShouldQuitGame(bool should) { xf94_25_quitGame = should; }
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void SetSkipCinematicSpecialFunction(TUniqueId id) { xf38_skipCineSpecialFunc = id; }
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void QuitGame() { xf94_25_quitGame = true; }
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bool GetWantsToQuit() const { return xf94_25_quitGame; }
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void SetCinematicSkipObject(TUniqueId id) { xf38_skipCineSpecialFunc = id; }
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void SetInSaveUI(bool b) { xf94_28_inSaveUI = b; }
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bool GetInSaveUI() const { return xf94_28_inSaveUI; }
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void SetIsFullThreat(bool v) { xf94_30_fullThreat = v; }
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