isle/LEGO1/lego/legoomni/include/legounknown100d5778.h
Mark Langen 55299229c2
LegoBuildingManager Round 2 (#890)
* LegoBuildingManager Round 2

* 100% match most of the remaining methods, only
  Tickle and FUN_10030630 remain.

* The interesting finding is that the curious
  members of the LegoBuildingManager form a short
  embedded fixed-length array used to store info
  about current animation of buildings.

* I saw that you removed the SetY which I had
  added to MxMatrix. Agree that this method
  doesn't make sense on MxMatrix, however I've
  added it back to Matrix4. I see the pattern of
  setting / getting the Y component used in enough
  places that I doubt they were just hoping they
  remembered the subscript correctly every time.
  Let me know if you agree or still don't think it
  makes sense to include.

* Formatting

* Order

* Satisfy name checker

* Add beta annotations and adjust style/naming

* Make function STUB

---------

Co-authored-by: Christian Semmler <mail@csemmler.com>
2024-05-09 15:57:38 +02:00

40 lines
1,015 B
C++

#ifndef LEGOUNKNOWN100D5778_H
#define LEGOUNKNOWN100D5778_H
#include "decomp.h"
#include "mxtypes.h"
#include <dsound.h>
class LegoROI;
// VTABLE: LEGO1 0x100d5778
// SIZE 0x30
class LegoUnknown100d5778 {
public:
LegoUnknown100d5778();
virtual ~LegoUnknown100d5778();
void Init();
MxResult FUN_100116a0(LPDIRECTSOUND p_dsound, undefined4, undefined4 p_unk0x2c);
void Destroy();
undefined4 FUN_100118e0(LPDIRECTSOUNDBUFFER p_dsBuffer);
void FUN_10011ca0();
MxS32 FUN_10011cf0(undefined4, undefined4);
// SYNTHETIC: LEGO1 0x10011650
// LegoUnknown100d5778::`scalar deleting destructor'
private:
undefined m_unk0x04[4]; // 0x04
LPDIRECTSOUNDBUFFER m_dsBuffer; // 0x08
LegoROI* m_unk0x0c; // 0x0c
undefined4 m_unk0x10; // 0x10
MxBool m_unk0x14; // 0x14
MxBool m_unk0x15; // 0x15
undefined4 m_unk0x18; // 0x18
undefined m_unk0x1c[0x10]; // 0x1c
undefined4 m_unk0x2c; // 0x2c
};
#endif // LEGOUNKNOWN100D5778_H