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VoxelAnimClass.h
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/*
Voxel Animations
*/
#pragma once
#include <ObjectClass.h>
#include <VoxelAnimTypeClass.h>
#include <BounceClass.h>
//forward declarations
class HouseClass;
class ParticleSystemClass;
class NOVTABLE VoxelAnimClass : public ObjectClass
{
public:
static const AbstractType AbsID = AbstractType::VoxelAnim;
//Static
DEFINE_REFERENCE(DynamicVectorClass<VoxelAnimClass*>, Array, 0x887388u)
//IPersist
virtual HRESULT __stdcall GetClassID(CLSID* pClassID) R0;
//IPersistStream
virtual HRESULT __stdcall Save(IStream* pStm, BOOL fClearDirty) R0;
//Destructor
virtual ~VoxelAnimClass() RX;
//AbstractClass
virtual AbstractType WhatAmI() const RT(AbstractType);
virtual int Size() const R0;
//ObjectClass
//VoxelAnimClass
//Constructor
VoxelAnimClass(
VoxelAnimTypeClass* pVoxelAnimType, CoordStruct* pLocation,
HouseClass* pOwnerHouse) : VoxelAnimClass(noinit_t())
{ JMP_THIS(0x7493B0); }
protected:
explicit __forceinline VoxelAnimClass(noinit_t)
: ObjectClass(noinit_t())
{ }
//===========================================================================
//===== Properties ==========================================================
//===========================================================================
public:
PROTECTED_PROPERTY(DWORD, unused_AC);
DECLARE_PROPERTY(BounceClass, Bounce);
int unknown_int_100;
VoxelAnimTypeClass* Type;
ParticleSystemClass* AttachedSystem;
HouseClass* OwnerHouse;
bool TimeToDie; // remove on next update
PROTECTED_PROPERTY(BYTE, unused_111[3]);
DECLARE_PROPERTY(AudioController, Audio3);
DECLARE_PROPERTY(AudioController, Audio4);
bool Invisible; // don't draw, but Update state anyway
PROTECTED_PROPERTY(BYTE, unused_13D[3]);
int Duration; // counting down to zero
PROTECTED_PROPERTY(DWORD, unused_144);
};