#ifndef D_LYT_CONTROL_GAME_H #define D_LYT_CONTROL_GAME_H #include "d/d_base.h" #include "s/s_State.hpp" class dLytControlGame_c : public dBase_c { public: dLytControlGame_c(); virtual ~dLytControlGame_c(); bool isInSomeMapState() const; bool isNotInStateMap() const; void fn_802CCD40(bool); static dLytControlGame_c *getInstance() { return sInstance; } STATE_FUNC_DECLARE(dLytControlGame_c, Normal); STATE_FUNC_DECLARE(dLytControlGame_c, Pause_SetRes); STATE_FUNC_DECLARE(dLytControlGame_c, Pause_SyncRes); STATE_FUNC_DECLARE(dLytControlGame_c, Pause); STATE_FUNC_DECLARE(dLytControlGame_c, Pause_DelRes); STATE_FUNC_DECLARE(dLytControlGame_c, Map_SetRes); STATE_FUNC_DECLARE(dLytControlGame_c, Map_SyncRes); STATE_FUNC_DECLARE(dLytControlGame_c, Map); STATE_FUNC_DECLARE(dLytControlGame_c, Map_DelRes); bool isStateNormal() const { return *mStateMgr.getStateID() == StateID_Normal; } private: /* 0x00068 */ UI_STATE_MGR_DECLARE(dLytControlGame_c); static dLytControlGame_c *sInstance; }; #endif