#pragma once class EffectSystem; class NameObjAdaptor; class ParticleCalcExecutor { public: ParticleCalcExecutor(const EffectSystem* pEffectSystem, bool createAdaptors); void movementNormal(); void movementIgnorePause3D(); void movementIgnorePause2D(); void movementCheckUpdate(); void requestMovementOnPauseIgnore(); void initMovementAdaptor(); /* 0x00 */ const EffectSystem* mEffectSystem; /* 0x04 */ NameObjAdaptor* mNormalAdaptor; /* 0x08 */ NameObjAdaptor* mIgnorePause3DAdaptor; /* 0x0C */ NameObjAdaptor* mIgnorePause2DAdaptor; /* 0x10 */ NameObjAdaptor* mCheckUpdateAdaptor; /* 0x14 */ bool mMovementEnabled; /* 0x15 */ bool mUpdateRequested; };