#pragma once class PointerWrap; void Register_sceFont(); void Register_sceLibFttt(); // Whether flash0:/font holds the fonts this game's firmware would have had. Used two ways: the // HLE font loader asks so it knows whether to unpack them off the disc's updater first, and // CheckDisableHLEAvailability asks because the real libfont.prx a disc ships reads its fonts from // there and has nothing to fall back on - so it can only replace our HLE when they're present. bool NandFontsComplete(); void __FontInit(); void __FontShutdown(); void __FontDoState(PointerWrap &p);