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c9db98c4c3
* Fix writing/reading of game state * Match existing state serialization functions
44 lines
1,018 B
C++
44 lines
1,018 B
C++
#ifndef HELICOPTERSTATE_H
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#define HELICOPTERSTATE_H
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#include "decomp.h"
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#include "legostate.h"
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// VTABLE: LEGO1 0x100d5418
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// SIZE 0x0c
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class HelicopterState : public LegoState {
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public:
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// FUNCTION: LEGO1 0x1000e0d0
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inline const char* ClassName() const override // vtable+0x0c
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{
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// STRING: LEGO1 0x100f0144
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return "HelicopterState";
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}
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// FUNCTION: LEGO1 0x1000e0e0
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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, HelicopterState::ClassName()) || LegoState::IsA(p_name);
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}
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// FUNCTION: LEGO1 0x1000e0b0
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MxBool IsSerializable() override { return FALSE; } // vtable+0x14
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// FUNCTION: LEGO1 0x1000e0c0
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MxBool SetFlag() override
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{
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m_unk0x08 = 0;
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return TRUE;
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} // vtable+0x18
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inline void SetUnknown8(MxU32 p_unk0x08) { m_unk0x08 = p_unk0x08; }
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inline MxU32 GetUnkown8() { return m_unk0x08; }
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// SYNTHETIC: LEGO1 0x1000e190
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// HelicopterState::`scalar deleting destructor'
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protected:
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MxU32 m_unk0x08; // 0x08
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};
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#endif // HELICOPTERSTATE_H
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