You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
New Thumbnail_cImportExport function and expanded cScenarioPlayMode documentation (#49)
* New `Thumbnail_cImportExport` function and expanded `cScenarioPlayMode` documentation
* Applied suggested changes to #49
- Renamed ReadPNG to ImportPNG
- Created enum class ScenarioPlayModeState
- Reverted back some changes to comments in cScenarioPlayMode.h
/* 90h */int field_90; // not initialized, current state? fail reason?
71
-
/* 94h */int field_94; // not initialized
72
-
/// The clock activates upon triggering the adventure's end. It counts up to around 2000 units (milliseconds), after which the ending cinematic activates
70
+
/// Current state of the adventure play mode.
71
+
/// 0 is pre-init in editor play mode, 1 is intro, 2 seems to be pre-init in quick-play, 3 is gameplay, 5 is adventure completed and 6 is adventure failed (death or failed/invalid goals)
72
+
/* 90h */ ScenarioPlayModeState mCurrentPlayModeState; // not initialized
73
+
/// Controls what state the ending cinematic of the adventure is in. Set to 0 when ending procedure begins, 1 when cinematic activates, and 2 after player leaves the cinematic sequence.
74
+
/* 94h */intmCurrentEndCinematicState; // not initialized
75
+
/// The clock activates when mCurrentEndCinematicState is set to 0. It counts up to around 2000 units (milliseconds), after which the ending cinematic activates and mCurrentEndCinematicState is set to 1.
73
76
/* 98h */ Clock mCinematicDelay;
74
77
/* B0h */int field_B0; // not initialized
75
78
/* B4h */int field_B4; // not initialized
@@ -80,22 +83,27 @@ namespace Simulator
80
83
/// The playtime of the current adventure in milliseconds. It pauses counting when the game is paused, and it records its count to display it at the results screen.
81
84
/// If the adventure is shared, it will also be sent to the adventure's high scores in the Spore servers if the player is logged in.
82
85
/* C0h */intmCurrentTimeMS;
83
-
/// The amount of Spore points the captain is rewarded at the end of a successful adventure.
84
-
/// Not initialized.
85
-
/* C4h */intmAdventurePoints;
86
+
/// The amount of Spore points the captain is rewarded at the end of a successful adventure.
87
+
/* C4h */intmAdventurePoints; // not initialized
86
88
/* C8h */int field_C8; // not initialized
87
89
/* CCh */int field_CC; // not initialized
88
90
/* D0h */int field_D0; // not initialized
89
-
/* D4h */int field_D4; // not initialized
91
+
/// Index of the dialog box being displayed during talk-to goal cinematic (-1 is the initial fade-in + creature greeting animation, 0 is first dialog box, 1 is second etc.)
92
+
/* D4h */intmCurrentDialogBoxIndex; // not initialized
90
93
/* D8h */int field_D8; // not initialized
91
-
/* DCh */float field_DC;
92
-
/* E0h */ Math::Vector3 field_E0;
94
+
/// Used for move-to goals. Distance of the nearest target to the player.
95
+
/* DCh */floatmDistanceToClosestMoveToTarget;
96
+
/// Coordinates of the move-to goal target's location.
97
+
/* E0h */ Math::Vector3 mMoveToGoalLocation;
93
98
/* ECh */bool field_EC;
94
99
/* F0h */ Audio::AudioTrack mMusicTrack;
95
100
/* F4h */uint32_tmCurrentMusicId;
96
-
/* F8h */float field_F8;
97
-
/* FCh */bool field_FC;
98
-
/* FDh */bool field_FD;
101
+
/// The duration the captain fade-in effect is active during intro cutscene. Counts down to 0.
102
+
/* F8h */floatmIntroFadeinTimer;
103
+
/// Set to true when mIntroFadeinTimer begins counting. Set to false when mIntroBeamdownTimer is less than or equal to 0.
104
+
/* FCh */boolmIsIntroFadeinActive;
105
+
/// Initially set to false but set to true when adventure begins.
0 commit comments