isle/LEGO1/lego/legoomni/include/legovehiclebuildstate.h
Christian Semmler c9db98c4c3
Fix writing/reading of game state (#834)
* Fix writing/reading of game state

* Match existing state serialization functions
2024-04-21 15:42:08 +02:00

52 lines
1.3 KiB
C++

#ifndef LEGOVEHICLEBUILDSTATE_H
#define LEGOVEHICLEBUILDSTATE_H
#include "decomp.h"
#include "legostate.h"
#include "mxstring.h"
// VTABLE: LEGO1 0x100d66e0
// SIZE 0x50
class LegoVehicleBuildState : public LegoState {
public:
LegoVehicleBuildState(char* p_classType);
// FUNCTION: LEGO1 0x10025ff0
inline const char* ClassName() const override // vtable+0x0c
{
return this->m_className.GetData();
}
// FUNCTION: LEGO1 0x10026000
inline MxBool IsA(const char* p_name) const override // vtable+0x10
{
return !strcmp(p_name, this->m_className.GetData()) || LegoState::IsA(p_name);
}
MxResult Serialize(LegoFile* p_legoFile) override; // vtable+0x1c
// SYNTHETIC: LEGO1 0x100260a0
// LegoVehicleBuildState::`scalar deleting destructor'
private:
Playlist m_unk0x08[4]; // 0x08
// This can be one of the following:
// * LegoRaceCarBuildState
// * LegoCopterBuildState
// * LegoDuneCarBuildState
// * LegoJetskiBuildState
MxString m_className; // 0x38
// Known States:
// * 1 == enter(ing) build screen
// * 3 == cutscene/dialogue
// * 6 == exit(ing) build screen
MxU32 m_animationState; // 0x48
undefined m_unk0x4c; // 0x4c
undefined m_unk0x4d; // 0x4d
undefined m_unk0x4e; // 0x4e
MxU8 m_placedPartCount; // 0x4f
};
#endif // LEGOVEHICLEBUILDSTATE_H