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Fix not linking to functions
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1d53ce7695
commit
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4 changed files with 17 additions and 13 deletions
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@ -2071,7 +2071,7 @@ class GJBaseGameLayer : cocos2d::CCLayer, TriggerEffectDelegate {
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int m_lastVisibleSection;
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bool m_objectsAreDisabled;
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bool m_blending;
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PAD = mac 0x8, win 0x8;
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PAD = mac 0x8, win 0x8, android 0x8;
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}
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[[link(android)]]
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@ -3192,19 +3192,18 @@ class GameManager : GManager {
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bool m_switchModes;
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bool m_toFullscreen;
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bool m_reloading;
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bool m_unknown0;
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PAD = mac 0x4, win 0x4;
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PAD = mac 0x5, win 0x5, android 0x1;
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cocos2d::CCDictionary* m_valueKeeper;
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cocos2d::CCDictionary* m_unlockValueKeeper;
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cocos2d::CCDictionary* m_customObjectDict;
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double m_adTimer;
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double m_adCache;
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PAD = mac 0x8, win 0x8;
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PAD = mac 0x8, win 0x8, android 0x8;
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double m_unknownDouble;
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// TODO: according to wylie's decomp this pad was 0x4, gd.h has it as 0x8 (and its correct)
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// i have a feeling android gm and windows gm are different structs
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// so the extra member could be here (for windows)
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PAD = mac 0x4, win 0x8;
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PAD = mac 0x4, win 0x8, android 0x8;
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bool m_loaded;
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gd::string m_unknownString;
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PlayLayer* m_playLayer;
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@ -4871,7 +4870,7 @@ class PlayLayer : GJBaseGameLayer, CCCircleWaveDelegate, CurrencyRewardDelegate,
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bool m_debugPauseOff;
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bool m_shouldSmoothCamera;
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float unused_4e0;
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PAD = mac 0x4, win 0x4;
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PAD = mac 0x4, win 0x4, android 0x4;
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cocos2d::CCDrawNode* unknown4e8;
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float m_camera4f0;
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int unused4f4;
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@ -4885,7 +4884,7 @@ class PlayLayer : GJBaseGameLayer, CCCircleWaveDelegate, CurrencyRewardDelegate,
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float unknown510;
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float unknown514;
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float unknown518;
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PAD = mac 0x4, win 0x4;
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PAD = mac 0x4, win 0x4, android 0x4;
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StartPosObject* m_startPos;
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CheckpointObject* m_startPosCheckpoint;
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EndPortalObject* m_endPortal;
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@ -4918,7 +4917,7 @@ class PlayLayer : GJBaseGameLayer, CCCircleWaveDelegate, CurrencyRewardDelegate,
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float unknown5c4;
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GJGroundLayer* m_bottomGround;
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GJGroundLayer* m_topGround;
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PAD = mac 0x8, win 0x8;
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PAD = mac 0x8, win 0x8, android 0x8;
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bool m_isDead;
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bool m_startCameraAtCorner;
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bool m_cameraYLocked;
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@ -4952,7 +4951,7 @@ class PlayLayer : GJBaseGameLayer, CCCircleWaveDelegate, CurrencyRewardDelegate,
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int unknown680;
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int m_activeGravityEffects;
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int m_gravityEffectStatus; // ??
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PAD = mac 0x4, win 0x4;
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PAD = mac 0x4, win 0x4, android 0x4;
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cocos2d::CCArray* m_gravitySprites;
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bool unk428;
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bool m_shouldRecordActions;
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@ -62,7 +62,7 @@ public:
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)GEN";
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// requires: type, member_name, array
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char const* member_definition = R"GEN( {private} {type} {member_name};{public}
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char const* member_definition = R"GEN({private} {type} {member_name};{public}
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)GEN";
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char const* pad_definition = R"GEN( GEODE_PAD({hardcode});
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@ -157,9 +157,9 @@ std::string generateBindingSource(Root const& root) {
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// yeah there are no inlines on cocos
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}
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else if (auto fn = f.get_as<OutOfLineField>()) {
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if ((c.links & codegen::platform) != Platform::None) {
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continue;
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}
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// if ((c.links & codegen::platform) != Platform::None) {
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// continue;
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// }
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if (codegen::getStatus(f) != BindStatus::Unbindable) {
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continue;
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}
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@ -6,4 +6,9 @@
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// 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);
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GEODE_MEMBER_CHECK(GameManager, m_levelEditorLayer, 0x13c);
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GEODE_MEMBER_CHECK(PlayLayer, m_level, 0x470);
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#endif
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