#pragma once class CTimeCycle { static int (*m_nAmbientRed)[NUMWEATHERS]; static int (*m_nAmbientGreen)[NUMWEATHERS]; static int (*m_nAmbientBlue)[NUMWEATHERS]; static int (*m_nDirectionalRed)[NUMWEATHERS]; static int (*m_nDirectionalGreen)[NUMWEATHERS]; static int (*m_nDirectionalBlue)[NUMWEATHERS]; static int (*m_nSkyTopRed)[NUMWEATHERS]; static int (*m_nSkyTopGreen)[NUMWEATHERS]; static int (*m_nSkyTopBlue)[NUMWEATHERS]; static int (*m_nSkyBottomRed)[NUMWEATHERS]; static int (*m_nSkyBottomGreen)[NUMWEATHERS]; static int (*m_nSkyBottomBlue)[NUMWEATHERS]; static int (*m_nSunCoreRed)[NUMWEATHERS]; static int (*m_nSunCoreGreen)[NUMWEATHERS]; static int (*m_nSunCoreBlue)[NUMWEATHERS]; static int (*m_nSunCoronaRed)[NUMWEATHERS]; static int (*m_nSunCoronaGreen)[NUMWEATHERS]; static int (*m_nSunCoronaBlue)[NUMWEATHERS]; static float (*m_fSunSize)[NUMWEATHERS]; static float (*m_fSpriteSize)[NUMWEATHERS]; static float (*m_fSpriteBrightness)[NUMWEATHERS]; static short (*m_nShadowStrength)[NUMWEATHERS]; static short (*m_nLightShadowStrength)[NUMWEATHERS]; static short (*m_nTreeShadowStrength)[NUMWEATHERS]; static float (*m_fFogStart)[NUMWEATHERS]; static float (*m_fFarClip)[NUMWEATHERS]; static float (*m_fLightsOnGroundBrightness)[NUMWEATHERS]; static int (*m_nLowCloudsRed)[NUMWEATHERS]; static int (*m_nLowCloudsGreen)[NUMWEATHERS]; static int (*m_nLowCloudsBlue)[NUMWEATHERS]; static int (*m_nFluffyCloudsTopRed)[NUMWEATHERS]; static int (*m_nFluffyCloudsTopGreen)[NUMWEATHERS]; static int (*m_nFluffyCloudsTopBlue)[NUMWEATHERS]; static int (*m_nFluffyCloudsBottomRed)[NUMWEATHERS]; static int (*m_nFluffyCloudsBottomGreen)[NUMWEATHERS]; static int (*m_nFluffyCloudsBottomBlue)[NUMWEATHERS]; static float (*m_fBlurRed)[NUMWEATHERS]; static float (*m_fBlurGreen)[NUMWEATHERS]; static float (*m_fBlurBlue)[NUMWEATHERS]; static float (*m_fBlurAlpha)[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 int 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]; } };