re3-wiiu/src/animation/CutsceneMgr.h

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C
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#pragma once
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#include "CutsceneObject.h"
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#define CUTSCENENAMESIZE 8
class CDirectory;
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class CAnimBlendAssocGroup;
class CCutsceneHead;
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class CCutsceneMgr
{
static bool ms_running;
static CCutsceneObject *ms_pCutsceneObjects[NUMCUTSCENEOBJECTS];
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static int32 ms_numCutsceneObjs;
static bool ms_loaded;
static bool ms_animLoaded;
static bool ms_useLodMultiplier;
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static char ms_cutsceneName[CUTSCENENAMESIZE];
static CAnimBlendAssocGroup ms_cutsceneAssociations;
static CVector ms_cutsceneOffset;
static float ms_cutsceneTimer;
static bool ms_cutsceneProcessing;
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public:
static CDirectory *ms_pCutsceneDir;
static uint32 ms_cutsceneLoadStatus;
static void StartCutsceneProcessing() { ms_cutsceneProcessing = true; }
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static bool IsRunning(void) { return ms_running; }
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static bool HasLoaded(void) { return ms_loaded; }
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static bool IsCutsceneProcessing(void) { return ms_cutsceneProcessing; }
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static bool UseLodMultiplier(void) { return ms_useLodMultiplier; }
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static CCutsceneObject* GetCutsceneObject(int id) { return ms_pCutsceneObjects[id]; }
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static int GetCutsceneTimeInMilleseconds(void) { return 1000.0f * ms_cutsceneTimer; }
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static char *GetCutsceneName(void) { return ms_cutsceneName; }
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static void SetCutsceneOffset(const CVector& vec) { ms_cutsceneOffset = vec; }
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static bool HasCutsceneFinished(void);
static void Initialise(void);
static void Shutdown(void);
static void LoadCutsceneData(const char *szCutsceneName);
static void FinishCutscene(void);
static void SetupCutsceneToStart(void);
static void SetCutsceneAnim(const char *animName, CObject *pObject);
static CCutsceneHead *AddCutsceneHead(CObject *pObject, int modelId);
static CCutsceneObject *CreateCutsceneObject(int modelId);
static void DeleteCutsceneData(void);
static void Update(void);
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};