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c9db98c4c3
* Fix writing/reading of game state * Match existing state serialization functions
49 lines
1.1 KiB
C++
49 lines
1.1 KiB
C++
#ifndef LEGOBUILDINGMANAGER_H
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#define LEGOBUILDINGMANAGER_H
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#include "decomp.h"
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#include "misc/legostorage.h"
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#include "mxcore.h"
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class LegoEntity;
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class LegoROI;
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// VTABLE: LEGO1 0x100d6f50
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// SIZE 0x30
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class LegoBuildingManager : public MxCore {
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public:
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LegoBuildingManager();
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~LegoBuildingManager() override;
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MxResult Tickle() override; // vtable+0x08
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// FUNCTION: LEGO1 0x1002f930
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inline const char* ClassName() const override // vtable+0x0c
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{
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// STRING: LEGO1 0x100f37d0
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return "LegoBuildingManager";
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}
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static void configureLegoBuildingManager(MxS32);
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static void SetCustomizeAnimFile(const char* p_value);
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void Init();
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void FUN_1002fa00();
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void FUN_1002fb30();
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MxResult Write(LegoStorage* p_storage);
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MxResult Read(LegoStorage* p_storage);
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MxBool FUN_1002fdb0(LegoEntity* p_entity);
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MxU32 FUN_1002ff40(LegoEntity*, MxBool);
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void FUN_10030000(LegoEntity* p_entity);
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void FUN_10030590();
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// SYNTHETIC: LEGO1 0x1002f940
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// LegoBuildingManager::`scalar deleting destructor'
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private:
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static char* g_customizeAnimFile;
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undefined m_unk0x08[0x28]; // 0x08
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};
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#endif // LEGOBUILDINGMANAGER_H
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