#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