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https://github.com/PodeCaradox/GalaxyQuest-SteamFrame.git
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The sources of Petari (https://github.com/SMGCommunity/Petari), the Super Mario Galaxy decompilation by the SMGCommunity, at commit 0a5c6608dc3b4c44a9aa68c2535d1793dc565f02, unchanged but for LF line endings: LICENSE (as LICENSE-Petari.txt; CC0 1.0), include/, libs/ and src/. Left out: the game data Petari keeps from the original executable, the error message archive (include/Game/System/ ErrorArchive.hpp) and two tables (src/Game/System/GalaxyID.bcsv and StoryEvent.bcsv); GalaxyQuest's converter takes them from the player's own disc. The port's changes follow in the next commit, so `git diff petari-base -- decomp` shows them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
60 lines
1.4 KiB
C++
60 lines
1.4 KiB
C++
#pragma once
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#include <JSystem/JGeometry/TVec.hpp>
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class DpdInfo {
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public:
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DpdInfo();
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/* 0x00 */ TVec2f mPos;
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/* 0x08 */ bool mInScreen;
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/* 0x09 */ bool mDrawReady;
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/* 0x0C */ u32 mZDepth;
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/* 0x10 */ f32 mViewDistZ;
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};
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class StarPointerController {
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public:
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StarPointerController();
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bool isOutScreenLong() const;
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void initAndSetPort(s32);
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void movement(const f32*, const f32*);
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void storeDataFromCallback(const f32*, const f32*);
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void storePastPointingData();
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void calcPastPointingPosOnScreen(TVec2f*, s32) const;
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void updateDpdInfo();
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void updateAdditionalInfo();
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f32 calcViewDistanceZ(const TVec3f&, MtxPtr);
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void drawDebug3D() const;
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bool isInScreen() const {
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return !isOutScreenLong();
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}
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f32 getViewDistZ() const {
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return mPastInfo.mViewDistZ;
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}
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const TVec2f& getPastPos() const {
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return mPastInfo.mPos;
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}
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/* 0x00 */ s32 mPadChannel;
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/* 0x04 */ DpdInfo mPastInfo;
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/* 0x18 */ DpdInfo mInfo;
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/* 0x2C */ TVec2f mScreenPos;
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/* 0x34 */ s32 mOutScreenTime;
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/* 0x38 */ TVec2f* mPastPosition;
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/* 0x3C */ s32 mPastPointNum;
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/* 0x40 */ TVec2f* mNextPastPosition;
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/* 0x44 */ s32 mNextPastPointNum;
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/* 0x48 */ f32 mScreenDist;
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/* 0x4C */ f32 mScreenSpeed;
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/* 0x50 */ TVec2f mScreenVel;
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/* 0x58 */ TVec3f mWorldVel;
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/* 0x64 */ TVec3f mWorldPos;
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/* 0x70 */ bool mNotInScreen;
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};
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