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* 100% match most of the remaining methods, only Tickle and FUN_10030630 remain. * The interesting finding is that the curious members of the LegoBuildingManager form a short embedded fixed-length array used to store info about current animation of buildings. * I saw that you removed the SetY which I had added to MxMatrix. Agree that this method doesn't make sense on MxMatrix, however I've added it back to Matrix4. I see the pattern of setting / getting the Y component used in enough places that I doubt they were just hoping they remembered the subscript correctly every time. Let me know if you agree or still don't think it makes sense to include.
65 lines
1.8 KiB
C++
65 lines
1.8 KiB
C++
#ifndef LEGOCACHSOUND_H
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#define LEGOCACHSOUND_H
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#include "decomp.h"
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#include "legounknown100d5778.h"
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#include "mxcore.h"
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#include "mxstring.h"
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// VTABLE: LEGO1 0x100d4718
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// SIZE 0x88
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class LegoCacheSound : public MxCore {
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public:
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LegoCacheSound();
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~LegoCacheSound() override; // vtable+0x00
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// FUNCTION: LEGO1 0x10006580
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inline const char* ClassName() const override // vtable+0x0c
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{
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// STRING: LEGO1 0x100f01c4
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return "LegoCacheSound";
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}
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// FUNCTION: LEGO1 0x10006590
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inline MxBool IsA(const char* p_name) const override // vtable+0x10
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{
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return !strcmp(p_name, LegoCacheSound::ClassName()) || MxCore::IsA(p_name);
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}
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virtual MxResult FUN_10006710(); // vtable+0x14
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virtual void Destroy(); // vtable+0x18
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virtual void FUN_10006cd0(undefined4, undefined4); // vtable+0x1c
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inline const MxString& GetString0x48() const { return m_string0x48; }
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inline const undefined GetUnk0x58() const { return m_unk0x58; }
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LegoCacheSound* FUN_10006960();
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MxResult FUN_10006a30(const char* p_str, MxBool);
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void FUN_10006b80();
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void FUN_10006be0();
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void FUN_10006cb0(undefined4, undefined4);
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// SYNTHETIC: LEGO1 0x10006610
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// LegoCacheSound::`scalar deleting destructor'
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private:
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void Init();
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LPDIRECTSOUNDBUFFER m_dsBuffer; // 0x08
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undefined m_unk0xc[4]; // 0x0c
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LegoUnknown100d5778 m_unk0x10; // 0x10
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undefined* m_unk0x40; // 0x40
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undefined4 m_unk0x44; // 0x44
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MxString m_string0x48; // 0x48
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undefined m_unk0x58; // 0x58
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PCMWAVEFORMAT m_unk0x59; // 0x59
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MxBool m_isLooping; // 0x69
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MxBool m_unk0x6a; // 0x6a
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undefined4 m_unk0x6c; // 0x6c
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undefined m_unk0x70; // 0x70
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MxString m_string0x74; // 0x74
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undefined m_unk0x84; // 0x84
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};
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#endif // LEGOCACHSOUND_H
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