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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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1.3 kB · 42 lines
C
at master
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#include "DLCGameRules.h"#include "..\GameRules\LevelGenerationOptions.h"
class DLCGameRulesHeader : public DLCGameRules, public JustGrSource{private:
// GR-Header PBYTE m_pbData; DWORD m_dwBytes;
bool m_hasData;
public: virtual bool requiresTexturePack() {return m_bRequiresTexturePack;} virtual UINT getRequiredTexturePackId() {return m_requiredTexturePackId;} virtual wstring getDefaultSaveName() {return m_defaultSaveName;} virtual LPCWSTR getWorldName() {return m_worldName.c_str();} virtual LPCWSTR getDisplayName() {return m_displayName.c_str();} virtual wstring getGrfPath() {return L"GameRules.grf";}
virtual void setRequiresTexturePack(bool x) {m_bRequiresTexturePack = x;} virtual void setRequiredTexturePackId(UINT x) {m_requiredTexturePackId = x;} virtual void setDefaultSaveName(const wstring &x) {m_defaultSaveName = x;} virtual void setWorldName(const wstring & x) {m_worldName = x;} virtual void setDisplayName(const wstring & x) {m_displayName = x;} virtual void setGrfPath(const wstring & x) {m_grfPath = x;}
LevelGenerationOptions *lgo;
public: DLCGameRulesHeader(const wstring &path);
virtual void addData(PBYTE pbData, DWORD dwBytes); virtual PBYTE getData(DWORD &dwBytes);
void setGrfData(PBYTE fData, DWORD fSize, StringTable *);
virtual bool ready() { return m_hasData; }};