geode/loader/test/members/Android.cpp

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#include "Common.hpp"
#ifdef GEODE_IS_ANDROID
// Add known android struct members here
// needed classes are ones in the ids folder and some generic ones (i think they are already done though so only ids)
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GEODE_MEMBER_CHECK(GameManager, m_playLayer, 0x138);
GEODE_MEMBER_CHECK(GameManager, m_levelEditorLayer, 0x13c);
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GEODE_MEMBER_CHECK(GameManager, m_canGetLevelSaveData, 0x28c);
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static_assert(sizeof(GJBaseGameLayer) == 0x2cc);
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GEODE_MEMBER_CHECK(PlayLayer, unknown4e8, 0x2e8);
GEODE_MEMBER_CHECK(PlayLayer, m_endPortal, 0x324);
GEODE_MEMBER_CHECK(PlayLayer, m_bottomGround, 0x37c);
GEODE_MEMBER_CHECK(PlayLayer, m_topGround, 0x380);
GEODE_MEMBER_CHECK(PlayLayer, m_level, 0x470);
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GEODE_MEMBER_CHECK(PlayLayer, m_shouldTryToKick, 0x4e0);
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static_assert(sizeof(GameObject) == 0x42c);
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GEODE_MEMBER_CHECK(GameStatsManager, m_dailyChests, 0x110);
GEODE_MEMBER_CHECK(GameStatsManager, m_completedLevels, 0x164);
GEODE_MEMBER_CHECK(DailyLevelPage, m_weekly, 0x1ed);
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GEODE_MEMBER_CHECK(TeleportPortalObject, m_orangePortal, 0x430);
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GEODE_MEMBER_CHECK(EditorUI, m_rotationControl, 0x16c);
GEODE_MEMBER_CHECK(EditorUI, m_updateTimeMarkers, 0x1a4);
GEODE_MEMBER_CHECK(EditorUI, m_selectedObjects, 0x1bc);
GEODE_MEMBER_CHECK(EditorUI, m_selectedObject, 0x2c4);
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#endif