Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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MapdataStageInfo.hh
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#pragma once
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#include "game/system/map/MapdataAccessorBase.hh"
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#include <egg/util/Stream.hh>
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namespace
System
{
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class
MapdataStageInfo
{
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public
:
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struct
SData
{
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u8 _0[0x1 - 0x0];
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u8 polePosition;
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u8 translationMode;
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u8 _3[0xc - 0x3];
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};
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STATIC_ASSERT(
sizeof
(
SData
) == 0xc);
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MapdataStageInfo
(
const
SData
*data);
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void
read(
EGG::Stream
&stream);
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[[nodiscard]] u8 polePosition()
const
{
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return
m_rawData->polePosition;
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}
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[[nodiscard]] u8 translationMode()
const
{
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return
m_rawData->translationMode;
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}
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private
:
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const
SData *m_rawData;
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};
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class
MapdataStageInfoAccessor
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:
public
MapdataAccessorBase
<MapdataStageInfo, MapdataStageInfo::SData> {
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public
:
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MapdataStageInfoAccessor
(
const
MapSectionHeader
*header);
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~MapdataStageInfoAccessor
()
override
;
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};
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}
// namespace System
EGG::Stream
A stream of data, abstracted to allow for continuous seeking.
Definition
Stream.hh:10
System::MapdataAccessorBase
Definition
MapdataAccessorBase.hh:13
System::MapdataStageInfoAccessor
Definition
MapdataStageInfo.hh:36
System::MapdataStageInfo
Definition
MapdataStageInfo.hh:9
System
High-level handling for generic system operations, such as input reading, race configuration,...
Definition
CourseMap.cc:5
System::MapSectionHeader
Definition
MapdataAccessorBase.hh:7
System::MapdataStageInfo::SData
Definition
MapdataStageInfo.hh:11
game
system
map
MapdataStageInfo.hh
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