metaforce/Runtime/Weapon/CGunMotion.hpp

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#pragma once
#include <vector>
#include "Runtime/RetroTypes.hpp"
#include "Runtime/Character/CModelData.hpp"
#include "Runtime/Weapon/CGunController.hpp"
#include <zeus/CVector3f.hpp>
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namespace metaforce {
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namespace SamusGun {
enum class EAnimationState { Wander, Fidget, Struck, FreeLook, ComboFire, Idle, BasePosition };
enum class EFidgetType { Invalid = -1, Minor, Major };
} // namespace SamusGun
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class CGunMotion {
CModelData x0_modelData;
CGunController x4c_gunController;
std::vector<CToken> xa8_anims;
bool xb8_24_animPlaying : 1 = false;
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void LoadAnimations();
public:
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CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale);
CModelData& GetModelData() { return x0_modelData; }
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const CModelData& GetModelData() const { return x0_modelData; }
bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike);
void ReturnToDefault(CStateManager& mgr, bool setState);
void BasePosition(bool bigStrikeReset);
void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2);
void Update(float dt, CStateManager& mgr);
void Draw(const CStateManager& mgr, const zeus::CTransform& xf);
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s32 GetFreeLookSetId() const { return x4c_gunController.GetFreeLookSetId(); }
CGunController& GunController() { return x4c_gunController; }
bool IsAnimPlaying() const { return xb8_24_animPlaying; }
};
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} // namespace metaforce