mirror of https://github.com/PrimeDecomp/prime.git
66 lines
2.4 KiB
C++
66 lines
2.4 KiB
C++
#ifndef _CTWEAKGAME
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#define _CTWEAKGAME
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#include "types.h"
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#include "MetroidPrime/Tweaks/ITweakObject.hpp"
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#include "Kyoto/TOneStatic.hpp"
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#include "rstl/string.hpp"
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class CTweakGame;
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class CTweakGame : public ITweakObject, public TOneStatic< CTweakGame > {
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public:
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CTweakGame(CInputStream&);
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~CTweakGame();
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const rstl::string& GetWorldPrefix() { return x4_worldPrefix; }
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const rstl::string& GetDefaultRoom() const { return x14_defaultRoom; }
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bool GetSplashScreensDisabled() const { return x2b_splashScreensDisabled; }
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float GetFirstPersonFOV() const { return x24_fov; }
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float GetPressStartDelay() const { return x30_pressStartDelay; }
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float GetWavecapIntensityNormal() const { return x34_wavecapIntensityNormal; }
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float GetWavecapIntensityPoison() const { return x38_wavecapIntensityPoison; }
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float GetWavecapIntensityLava() const { return x3c_wavecapIntensityLava; }
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float GetRippleIntensityNormal() const { return x40_rippleIntensityNormal; }
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float GetRippleIntensityPoison() const { return x44_rippleIntensityPoison; }
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float GetRippleIntensityLava() const { return x48_rippleIntensityLava; }
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float GetFluidEnvBumpScale() const { return x4c_fluidEnvBumpScale; }
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float GetWaterFogDistanceBase() const { return x50_waterFogDistanceBase; }
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float GetWaterFogDistanceRange() const { return x54_waterFogDistanceRange; }
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float GetGravityWaterFogDistanceBase() const { return x58_gravityWaterFogDistanceBase; }
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float GetGravityWaterFogDistanceRange() const { return x5c_gravityWaterFogDistanceRange; }
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float GetHardModeDamageMultiplier() const { return x60_hardmodeDamageMult; }
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float GetHardModeWeaponMultiplier() const { return x64_hardmodeWeaponMult; }
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private:
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rstl::string x4_worldPrefix;
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rstl::string x14_defaultRoom;
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float x24_fov;
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bool x28_unknown1;
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bool x29_unknown2;
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bool x2a_unknown3;
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bool x2b_splashScreensDisabled;
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float x2c_unknown5;
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float x30_pressStartDelay;
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float x34_wavecapIntensityNormal;
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float x38_wavecapIntensityPoison;
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float x3c_wavecapIntensityLava;
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float x40_rippleIntensityNormal;
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float x44_rippleIntensityPoison;
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float x48_rippleIntensityLava;
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float x4c_fluidEnvBumpScale;
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float x50_waterFogDistanceBase;
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float x54_waterFogDistanceRange;
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float x58_gravityWaterFogDistanceBase;
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float x5c_gravityWaterFogDistanceRange;
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float x60_hardmodeDamageMult;
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float x64_hardmodeWeaponMult;
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};
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extern CTweakGame* gpTweakGame;
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#endif // _CTWEAKGAME
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