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mugenstatehandler.h
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#pragma once
#include <prism/actorhandler.h>
#include "mugenstatereader.h"
using namespace prism;
struct DreamPlayer;
struct StoryInstance;
struct RegisteredMugenStateMachine {
int mID;
int mIsInStoryMode;
DreamMugenStates* mStates;
int mIsUsingTemporaryOtherStateMachine;
DreamMugenStates* mTemporaryStates;
int mPreviousState;
int mState;
int mTimeInState;
DreamPlayer* mPlayer;
int mIsPaused;
int mIsInHelperMode;
int mIsInputControlDisabled;
int mIsDisabled;
int mWasUpdatedOutsideHandler;
int mCurrentJugglePoints;
double mTimeDilatationNow;
double mTimeDilatation;
};
ActorBlueprint getDreamMugenStateHandler();
RegisteredMugenStateMachine* registerDreamMugenStateMachine(DreamMugenStates* tStates, DreamPlayer* tPlayer, int tIsInSotryMode = 0);
RegisteredMugenStateMachine* registerDreamMugenStoryStateMachine(DreamMugenStates * tStates, StoryInstance* tInstance);
void removeDreamRegisteredStateMachine(RegisteredMugenStateMachine* tRegisteredState);
int isValidDreamRegisteredStateMachine(RegisteredMugenStateMachine* tRegisteredState);
int getDreamRegisteredStateState(RegisteredMugenStateMachine* tRegisteredState);
int getDreamRegisteredStatePreviousState(RegisteredMugenStateMachine* tRegisteredState);
int isDreamRegisteredStateMachinePaused(RegisteredMugenStateMachine* tRegisteredState);
void pauseDreamRegisteredStateMachine(RegisteredMugenStateMachine* tRegisteredState);
void unpauseDreamRegisteredStateMachine(RegisteredMugenStateMachine* tRegisteredState);
void setDreamRegisteredStateMachinePauseStatus(RegisteredMugenStateMachine* tRegisteredState, int tIsPaused);
void disableDreamRegisteredStateMachine(RegisteredMugenStateMachine* tRegisteredState);
int getDreamRegisteredStateJugglePoints(RegisteredMugenStateMachine* tRegisteredState);
int getDreamRegisteredStateTimeInState(RegisteredMugenStateMachine* tRegisteredState);
void setDreamRegisteredStateTimeInState(RegisteredMugenStateMachine* tRegisteredState, int tTime);
void setDreamRegisteredStateToHelperMode(RegisteredMugenStateMachine* tRegisteredState);
void setDreamRegisteredStateDisableCommandState(RegisteredMugenStateMachine* tRegisteredState);
int hasDreamHandledStateMachineState(RegisteredMugenStateMachine* tRegisteredState, int tNewState);
int hasDreamHandledStateMachineStateSelf(RegisteredMugenStateMachine* tRegisteredState, int tNewState);
int isInOwnStateMachine(RegisteredMugenStateMachine* tRegisteredState);
void changeDreamHandledStateMachineState(RegisteredMugenStateMachine* tRegisteredState, int tNewState);
void changeDreamHandledStateMachineStateToOtherPlayerStateMachine(RegisteredMugenStateMachine* tRegisteredState, RegisteredMugenStateMachine* tBorrowState, int tNewState);
void changeDreamHandledStateMachineStateToOwnStateMachine(RegisteredMugenStateMachine* tRegisteredState, int tNewState);
void changeDreamHandledStateMachineStateToOwnStateMachineWithoutChangingState(RegisteredMugenStateMachine* tRegisteredState);
void setDreamHandledStateMachineSpeed(RegisteredMugenStateMachine* tRegisteredState, double tSpeed);
void updateDreamSingleStateMachineByID(RegisteredMugenStateMachine* tRegisteredState);
void setDreamSingleStateMachineToUpdateAgainByID(RegisteredMugenStateMachine* tRegisteredState);
int getActiveStateMachineCoordinateP();
void setActiveStateMachineCoordinateP(int tCoordinateP);