prime/include/MetroidPrime/Tweaks/CTweakGame.hpp

66 lines
2.4 KiB
C++

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