A reimplementation of Mario Kart Wii's physics engine in C++
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ResCommon.hh
1#pragma once
2
3// Credit: kiwi515/ogws
4
5namespace Kinoko::Abstract::g3d {
6
8 u32 signature;
9 u32 size;
10};
11STATIC_ASSERT(sizeof(ResBlockHeaderData) == 0x8);
12
14 u32 signature;
15 u16 byteOrder;
16 u16 version;
17 u32 fileSize;
18 u16 headerSize;
19 u16 dataBlocks;
20};
21STATIC_ASSERT(sizeof(ResFileHeaderData) == 0x10);
22
23} // namespace Kinoko::Abstract::g3d