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c9db98c4c3
* Fix writing/reading of game state * Match existing state serialization functions
38 lines
905 B
C++
38 lines
905 B
C++
#ifndef LEGOACT2STATE_H
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#define LEGOACT2STATE_H
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#include "legostate.h"
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// VTABLE: LEGO1 0x100d4a70
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// SIZE 0x10
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class LegoAct2State : public LegoState {
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public:
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~LegoAct2State() override {}
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// FUNCTION: LEGO1 0x1000df80
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inline const char* ClassName() const override // vtable+0x0c
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{
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// STRING: LEGO1 0x100f0428
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return "LegoAct2State";
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}
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// FUNCTION: LEGO1 0x1000df90
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inline MxBool IsA(const char* p_name) const override // vtable+0x10
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{
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return !strcmp(p_name, LegoAct2State::ClassName()) || LegoState::IsA(p_name);
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}
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MxBool IsSerializable() override; // vtable+0x14
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// SYNTHETIC: LEGO1 0x1000e040
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// LegoAct2State::`scalar deleting destructor'
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inline undefined4 GetUnknown0x08() { return m_unk0x08; }
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inline void SetUnknown0x0c(undefined p_unk0x0c) { m_unk0x0c = p_unk0x0c; }
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private:
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undefined4 m_unk0x08; // 0x08
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undefined m_unk0x0c; // 0x0c
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};
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#endif // LEGOACT2STATE_H
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