NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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g3d_resanmamblight.h
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#ifndef NW4R_G3D_RES_RES_ANM_AMB_LIGHT_H
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#define NW4R_G3D_RES_RES_ANM_AMB_LIGHT_H
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#include <nw4r/types_nw4r.h>
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#include <nw4r/g3d/res/g3d_resanm.h>
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#include <nw4r/g3d/res/g3d_rescommon.h>
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namespace
nw4r {
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namespace
g3d
{
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/******************************************************************************
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*
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* AmbLightResult
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*
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******************************************************************************/
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struct
AmbLightAnmResult
{
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enum
Flag {
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FLAG_COLOR_ENABLE = (1 << 0),
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FLAG_ALPHA_ENABLE = (1 << 1),
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};
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ulong flags;
// at 0x0
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ulong color;
// at 0x4
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};
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/******************************************************************************
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*
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* ResAnmAmbLight
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*
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******************************************************************************/
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struct
ResAnmAmbLightData
{
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enum
Flag {
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FLAG_COLOR_ENABLE = (1 << 0),
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FLAG_ALPHA_ENABLE = (1 << 1),
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FLAG_CONST = (1 << 31)
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};
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ulong size;
// at 0x0
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s32 toResAnmScnData;
// at 0x4
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s32 name;
// at 0x8
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ulong id;
// at 0xC
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ulong refNumber;
// at 0x10
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ulong flags;
// at 0x14
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ResColorAnmData
color;
// at 0x18
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};
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class
ResAnmAmbLight
:
public
ResCommon<ResAnmAmbLightData> {
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public
:
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NW4R_G3D_RESOURCE_FUNC_DEF(
ResAnmAmbLight
);
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void
GetAnmResult(
AmbLightAnmResult
* pResult, f32 frame)
const
;
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ulong GetID()
const
{
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return
ref().id;
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}
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ulong GetRefNumber()
const
{
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return
ref().refNumber;
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}
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};
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}
// namespace g3d
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}
// namespace nw4r
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#endif
nw4r::g3d::ResAnmAmbLight
Definition
g3d_resanmamblight.h:48
nw4r::g3d
3D graphics drawing library.
Definition
g3d_3dsmax.h:10
nw4r::g3d::AmbLightAnmResult
Definition
g3d_resanmamblight.h:16
nw4r::g3d::ResAnmAmbLightData
Definition
g3d_resanmamblight.h:31
nw4r::g3d::ResColorAnmData
Definition
g3d_resanm.h:77
include
lib
nw4r
g3d
res
g3d_resanmamblight.h
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