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Use C++ style struct declarations to fix build
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1 changed files with 10 additions and 10 deletions
20
Externals/Slippi/SlippiGame.h
vendored
20
Externals/Slippi/SlippiGame.h
vendored
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@ -32,7 +32,7 @@ namespace Slippi {
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static uint8_t* data;
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typedef struct {
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struct PlayerFrameData {
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// Every player update has its own rng seed because it might change in between players
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uint32_t randomSeed;
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@ -62,9 +62,9 @@ namespace Slippi {
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float rTrigger;
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uint8_t joystickXRaw;
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} PlayerFrameData;
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};
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typedef struct {
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struct FrameData {
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int32_t frame;
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uint32_t numSinceStart;
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bool randomSeedExists = false;
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@ -72,18 +72,18 @@ namespace Slippi {
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bool inputsFullyFetched = false;
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std::unordered_map<uint8_t, PlayerFrameData> players;
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std::unordered_map<uint8_t, PlayerFrameData> followers;
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} FrameData;
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};
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typedef struct {
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struct PlayerSettings {
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//Static data
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uint8_t characterId;
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uint8_t characterColor;
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uint8_t playerType;
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uint8_t controllerPort;
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std::array<uint16_t, NAMETAG_SIZE> nametag;
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} PlayerSettings;
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};
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typedef struct {
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struct GameSettings {
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uint16_t stage; //Stage ID
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uint32_t randomSeed;
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std::array<uint32_t, GAME_INFO_HEADER_SIZE> header;
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@ -92,9 +92,9 @@ namespace Slippi {
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uint8_t isPAL;
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uint8_t isFrozenPS;
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std::vector<uint8_t> geckoCodes;
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} GameSettings;
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};
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typedef struct {
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struct Game {
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std::array<uint8_t, 4> version;
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std::unordered_map<int32_t, FrameData*> framesByIndex;
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std::vector<std::unique_ptr<FrameData>> frames;
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@ -105,7 +105,7 @@ namespace Slippi {
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//From OnGameEnd event
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uint8_t winCondition;
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} Game;
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};
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class SlippiGame {
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public:
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