#ifndef _CMAIN_HPP #define _CMAIN_HPP #include "types.h" #include "rstl/reserved_vector.hpp" #include "CGameArchitectureSupport.hpp" #include "CGameGlobalObjects.hpp" #include "CInputStream.hpp" #include "CMemorySys.hpp" #include "COsContext.hpp" #include "CStopwatch.hpp" #include "CTweaks.hpp" #include "TReservedAverage.hpp" #include "TGameTypes.hpp" class CMain { public: void UpdateStreamedAudio(); void RegisterResourceTweaks(); void ResetGameState(); void StreamNewGameState(CInputStream& in, int saveIdx); void RefreshGameState(); void AddWorldPaks(); void AsyncIdle(u32 time); int RsMain(int argc, const char* const* argv); void InitializeSubsystems(); void FillInAssetIDs(); void ShutdownSubsystems(); void MemoryCardInitializePump(); void DoPredrawMetrics(); void DrawDebugMetrics(double dt, CStopwatch& stopWatch); bool CheckTerminate(); bool CheckReset(); static void EnsureWorldPaksReady(); static void EnsureWorldPakReady(CAssetId id); private: COsContext x0_osContext; u8 x6c_unk; CMemorySys x6d_memorySys; CTweaks x70_tweaks; u8 pad[0x7c]; TReservedAverage< f32, 4 > xf0_; TReservedAverage< f32, 4 > x104_; f32 x118_; f32 x11c_; f32 x120_; f32 x124_; CGameGlobalObjects* x128_gameGlobalObjects; u32 x12c_flowState; // EFlowState rstl::reserved_vector< u32, 10 > x130_frameTimes; s32 x15c_frameTimeIdx; bool x160_24_finished : 1; bool x160_25_mfGameBuilt : 1; bool x160_26_screenFading : 1; bool x160_27_ : 1; bool x160_28_manageCard : 1; bool x160_29_ : 1; bool x160_30_ : 1; bool x160_31_cardBusy : 1; bool x161_24_gameFrameDrawn : 1; CGameArchitectureSupport* x164_; }; extern CMain* gpMain; #endif