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rubberduckycooly
GitHub Repository: rubberduckycooly/Sonic-Mania-Decompilation
Path: blob/master/SonicMania/Objects/MSZ/MSZ2Cutscene.h
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#ifndef OBJ_MSZ2CUTSCENE_H
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#define OBJ_MSZ2CUTSCENE_H
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#include "Game.h"
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// Object Class
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struct ObjectMSZ2Cutscene {
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RSDK_OBJECT
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int32 unused;
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EntityGiantPistol *pistol;
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EntityParallaxSprite *oozPeek;
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EntityEggPrison *prison;
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};
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// Entity Class
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struct EntityMSZ2Cutscene {
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MANIA_CUTSCENE_BASE
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};
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// Object Struct
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extern ObjectMSZ2Cutscene *MSZ2Cutscene;
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// Standard Entity Events
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void MSZ2Cutscene_Update(void);
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void MSZ2Cutscene_LateUpdate(void);
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void MSZ2Cutscene_StaticUpdate(void);
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void MSZ2Cutscene_Draw(void);
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void MSZ2Cutscene_Create(void *data);
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void MSZ2Cutscene_StageLoad(void);
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#if GAME_INCLUDE_EDITOR
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void MSZ2Cutscene_EditorDraw(void);
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void MSZ2Cutscene_EditorLoad(void);
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#endif
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void MSZ2Cutscene_Serialize(void);
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// Extra Entity Functions
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void MSZ2Cutscene_SetupCutscene(void);
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void MSZ2Cutscene_GetPistolPtr(void);
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bool32 MSZ2Cutscene_Cutscene_GoToPistol(EntityCutsceneSeq *host);
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bool32 MSZ2Cutscene_Cutscene_EnterPistol(EntityCutsceneSeq *host);
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bool32 MSZ2Cutscene_Cutscene_PistolFired(EntityCutsceneSeq *host);
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bool32 MSZ2Cutscene_Cutscene_AppearInBG(EntityCutsceneSeq *host);
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#endif //! OBJ_MSZ2CUTSCENE_H
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