#pragma once class CTimeCycle { static int m_nAmbientRed[NUMHOURS][NUMWEATHERS]; static int m_nAmbientGreen[NUMHOURS][NUMWEATHERS]; static int m_nAmbientBlue[NUMHOURS][NUMWEATHERS]; static int m_nDirectionalRed[NUMHOURS][NUMWEATHERS]; static int m_nDirectionalGreen[NUMHOURS][NUMWEATHERS]; static int m_nDirectionalBlue[NUMHOURS][NUMWEATHERS]; static int m_nSkyTopRed[NUMHOURS][NUMWEATHERS]; static int m_nSkyTopGreen[NUMHOURS][NUMWEATHERS]; static int m_nSkyTopBlue[NUMHOURS][NUMWEATHERS]; static int m_nSkyBottomRed[NUMHOURS][NUMWEATHERS]; static int m_nSkyBottomGreen[NUMHOURS][NUMWEATHERS]; static int m_nSkyBottomBlue[NUMHOURS][NUMWEATHERS]; static int m_nSunCoreRed[NUMHOURS][NUMWEATHERS]; static int m_nSunCoreGreen[NUMHOURS][NUMWEATHERS]; static int m_nSunCoreBlue[NUMHOURS][NUMWEATHERS]; static int m_nSunCoronaRed[NUMHOURS][NUMWEATHERS]; static int m_nSunCoronaGreen[NUMHOURS][NUMWEATHERS]; static int m_nSunCoronaBlue[NUMHOURS][NUMWEATHERS]; static float m_fSunSize[NUMHOURS][NUMWEATHERS]; static float m_fSpriteSize[NUMHOURS][NUMWEATHERS]; static float m_fSpriteBrightness[NUMHOURS][NUMWEATHERS]; static short m_nShadowStrength[NUMHOURS][NUMWEATHERS]; static short m_nLightShadowStrength[NUMHOURS][NUMWEATHERS]; static short m_nTreeShadowStrength[NUMHOURS][NUMWEATHERS]; static float m_fFogStart[NUMHOURS][NUMWEATHERS]; static float m_fFarClip[NUMHOURS][NUMWEATHERS]; static float m_fLightsOnGroundBrightness[NUMHOURS][NUMWEATHERS]; static int m_nLowCloudsRed[NUMHOURS][NUMWEATHERS]; static int m_nLowCloudsGreen[NUMHOURS][NUMWEATHERS]; static int m_nLowCloudsBlue[NUMHOURS][NUMWEATHERS]; static int m_nFluffyCloudsTopRed[NUMHOURS][NUMWEATHERS]; static int m_nFluffyCloudsTopGreen[NUMHOURS][NUMWEATHERS]; static int m_nFluffyCloudsTopBlue[NUMHOURS][NUMWEATHERS]; static int m_nFluffyCloudsBottomRed[NUMHOURS][NUMWEATHERS]; static int m_nFluffyCloudsBottomGreen[NUMHOURS][NUMWEATHERS]; static int m_nFluffyCloudsBottomBlue[NUMHOURS][NUMWEATHERS]; static float m_fBlurRed[NUMHOURS][NUMWEATHERS]; static float m_fBlurGreen[NUMHOURS][NUMWEATHERS]; static float m_fBlurBlue[NUMHOURS][NUMWEATHERS]; static float m_fBlurAlpha[NUMHOURS][NUMWEATHERS]; static float m_fCurrentAmbientRed; static float m_fCurrentAmbientGreen; static float m_fCurrentAmbientBlue; static float m_fCurrentDirectionalRed; static float m_fCurrentDirectionalGreen; static float m_fCurrentDirectionalBlue; static int m_nCurrentSkyTopRed; static int m_nCurrentSkyTopGreen; static int m_nCurrentSkyTopBlue; static int m_nCurrentSkyBottomRed; static int m_nCurrentSkyBottomGreen; static int m_nCurrentSkyBottomBlue; static int m_nCurrentSunCoreRed; static int m_nCurrentSunCoreGreen; static int m_nCurrentSunCoreBlue; static int m_nCurrentSunCoronaRed; static int m_nCurrentSunCoronaGreen; static int m_nCurrentSunCoronaBlue; static float m_fCurrentSunSize; static float m_fCurrentSpriteSize; static float m_fCurrentSpriteBrightness; static int m_nCurrentShadowStrength; static int m_nCurrentLightShadowStrength; static int m_nCurrentTreeShadowStrength; static float m_fCurrentFogStart; static float m_fCurrentFarClip; static float m_fCurrentLightsOnGroundBrightness; static int m_nCurrentLowCloudsRed; static int m_nCurrentLowCloudsGreen; static int m_nCurrentLowCloudsBlue; static int m_nCurrentFluffyCloudsTopRed; static int m_nCurrentFluffyCloudsTopGreen; static int m_nCurrentFluffyCloudsTopBlue; static int m_nCurrentFluffyCloudsBottomRed; static int m_nCurrentFluffyCloudsBottomGreen; static int m_nCurrentFluffyCloudsBottomBlue; static float m_fCurrentBlurRed; static float m_fCurrentBlurGreen; static float m_fCurrentBlurBlue; static float m_fCurrentBlurAlpha; static int m_nCurrentFogColourRed; static int m_nCurrentFogColourGreen; static int m_nCurrentFogColourBlue; static int m_FogReduction; public: static int m_CurrentStoredValue; static CVector m_VectorToSun[16]; static float m_fShadowFrontX[16]; static float m_fShadowFrontY[16]; static float m_fShadowSideX[16]; static float m_fShadowSideY[16]; static float m_fShadowDisplacementX[16]; static float m_fShadowDisplacementY[16]; static float GetAmbientRed(void) { return m_fCurrentAmbientRed; } static float GetAmbientGreen(void) { return m_fCurrentAmbientGreen; } static float GetAmbientBlue(void) { return m_fCurrentAmbientBlue; } static float GetDirectionalRed(void) { return m_fCurrentDirectionalRed; } static float GetDirectionalGreen(void) { return m_fCurrentDirectionalGreen; } static float GetDirectionalBlue(void) { return m_fCurrentDirectionalBlue; } static int GetSkyTopRed(void) { return m_nCurrentSkyTopRed; } static int GetSkyTopGreen(void) { return m_nCurrentSkyTopGreen; } static int GetSkyTopBlue(void) { return m_nCurrentSkyTopBlue; } static int GetSkyBottomRed(void) { return m_nCurrentSkyBottomRed; } static int GetSkyBottomGreen(void) { return m_nCurrentSkyBottomGreen; } static int GetSkyBottomBlue(void) { return m_nCurrentSkyBottomBlue; } static int GetSunCoreRed(void) { return m_nCurrentSunCoreRed; } static int GetSunCoreGreen(void) { return m_nCurrentSunCoreGreen; } static int GetSunCoreBlue(void) { return m_nCurrentSunCoreBlue; } static int GetSunCoronaRed(void) { return m_nCurrentSunCoronaRed; } static int GetSunCoronaGreen(void) { return m_nCurrentSunCoronaGreen; } static int GetSunCoronaBlue(void) { return m_nCurrentSunCoronaBlue; } static float GetSunSize(void) { return m_fCurrentSunSize; } static float GetSpriteBrightness(void) { return m_fCurrentSpriteBrightness; } static float GetSpriteSize(void) { return m_fCurrentSpriteSize; } static int GetShadowStrength(void) { return m_nCurrentShadowStrength; } static int GetLightShadowStrength(void) { return m_nCurrentLightShadowStrength; } static float GetLightOnGroundBrightness(void) { return m_fCurrentLightsOnGroundBrightness; } static float GetFarClip(void) { return m_fCurrentFarClip; } static float GetFogStart(void) { return m_fCurrentFogStart; } static int GetLowCloudsRed(void) { return m_nCurrentLowCloudsRed; } static int GetLowCloudsGreen(void) { return m_nCurrentLowCloudsGreen; } static int GetLowCloudsBlue(void) { return m_nCurrentLowCloudsBlue; } static int GetFluffyCloudsTopRed(void) { return m_nCurrentFluffyCloudsTopRed; } static int GetFluffyCloudsTopGreen(void) { return m_nCurrentFluffyCloudsTopGreen; } static int GetFluffyCloudsTopBlue(void) { return m_nCurrentFluffyCloudsTopBlue; } static int GetFluffyCloudsBottomRed(void) { return m_nCurrentFluffyCloudsBottomRed; } static int GetFluffyCloudsBottomGreen(void) { return m_nCurrentFluffyCloudsBottomGreen; } static int GetFluffyCloudsBottomBlue(void) { return m_nCurrentFluffyCloudsBottomBlue; } static int GetFogRed(void) { return m_nCurrentFogColourRed; } static int GetFogGreen(void) { return m_nCurrentFogColourGreen; } static int GetFogBlue(void) { return m_nCurrentFogColourBlue; } static int GetFogReduction(void) { return m_FogReduction; } static void Initialise(void); static void Update(void); static CVector &GetSunPosition(void) { return m_VectorToSun[m_CurrentStoredValue]; } static float GetShadowFrontX(void) { return m_fShadowFrontX[m_CurrentStoredValue]; } static float GetShadowFrontY(void) { return m_fShadowFrontY[m_CurrentStoredValue]; } static float GetShadowSideX(void) { return m_fShadowSideX[m_CurrentStoredValue]; } static float GetShadowSideY(void) { return m_fShadowSideY[m_CurrentStoredValue]; } static float GetShadowDisplacementX(void) { return m_fShadowDisplacementX[m_CurrentStoredValue]; } static float GetShadowDisplacementY(void) { return m_fShadowDisplacementY[m_CurrentStoredValue]; } };