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rubberduckycooly
GitHub Repository: rubberduckycooly/Sonic-Mania-Decompilation
Path: blob/master/SonicMania/Objects/Menu/UICreditsText.h
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#ifndef OBJ_UICREDITSTEXT_H
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#define OBJ_UICREDITSTEXT_H
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#include "Game.h"
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// Object Class
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struct ObjectUICreditsText {
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RSDK_OBJECT
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uint16 aniFrames;
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};
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// Entity Class
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struct EntityUICreditsText {
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RSDK_ENTITY
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StateMachine(state);
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String text;
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String tag;
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int32 listID;
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bool32 isHeading;
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bool32 hasShape;
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int32 timer;
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int32 scaleTimer;
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int32 scaleSpeed;
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Vector2 charPositions[64];
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int32 charOffsets[64];
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int16 charTimers[64];
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int32 clipY2;
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Animator animator;
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};
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// Object Struct
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extern ObjectUICreditsText *UICreditsText;
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// Standard Entity Events
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void UICreditsText_Update(void);
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void UICreditsText_LateUpdate(void);
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void UICreditsText_StaticUpdate(void);
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void UICreditsText_Draw(void);
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void UICreditsText_Create(void *data);
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void UICreditsText_StageLoad(void);
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#if GAME_INCLUDE_EDITOR
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void UICreditsText_EditorDraw(void);
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void UICreditsText_EditorLoad(void);
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#endif
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void UICreditsText_Serialize(void);
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// Extra Entity Functions
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void UICreditsText_SetText(int32 animID, EntityUICreditsText *label, String *text);
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void UICreditsText_State_Init(void);
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void UICreditsText_State_SetupCharPos(void);
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void UICreditsText_State_MoveChars(void);
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void UICreditsText_State_ScaleIn(void);
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void UICreditsText_State_FadeIn(void);
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void UICreditsText_SetupIdleDelay(void);
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void UICreditsText_State_Idle(void);
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void UICreditsText_State_ScaleOut(void);
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void UICreditsText_State_FadeOut(void);
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#endif //! OBJ_UICREDITSTEXT_H
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