A reimplementation of Mario Kart Wii's physics engine in C++
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MapdataFileAccessor.hh
1#pragma once
2
3#include "game/system/map/MapdataAccessorBase.hh"
4
5namespace System {
6
8public:
9 struct SData {
10 u32 magic;
11 u32 fileSize;
12 u16 sectionCount;
13 u16 headerSize;
14 u32 revision;
15 s32 offsets[];
16 };
17
18 MapdataFileAccessor(const SData *data);
19
20 [[nodiscard]] const MapSectionHeader *findSection(u32 sectionName) const;
21
22 [[nodiscard]] u32 version() const {
23 return m_version;
24 }
25
26private:
27 const SData *m_rawData;
28 const u32 *m_sectionDef;
29 u32 m_version;
30 u32 m_sectionDefOffset;
31};
32
33} // namespace System
High-level handling for generic system operations, such as input reading, race configuration,...
Definition CourseMap.cc:5