Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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ResCommon.hh
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#pragma once
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// Credit: kiwi515/ogws
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namespace
Kinoko::Abstract::g3d {
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struct
ResBlockHeaderData
{
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u32 signature;
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u32 size;
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};
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STATIC_ASSERT(
sizeof
(
ResBlockHeaderData
) == 0x8);
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struct
ResFileHeaderData
{
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u32 signature;
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u16
byteOrder;
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u16
version;
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u32 fileSize;
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u16
headerSize;
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u16
dataBlocks;
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};
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STATIC_ASSERT(
sizeof
(
ResFileHeaderData
) == 0x10);
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}
// namespace Kinoko::Abstract::g3d
uint16_t
Kinoko::Abstract::g3d::ResBlockHeaderData
Definition
ResCommon.hh:7
Kinoko::Abstract::g3d::ResFileHeaderData
Definition
ResCommon.hh:13
abstract
g3d
ResCommon.hh
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