metaforce/Runtime/Weapon/CPlayerGun.cpp

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#include "CPlayerGun.hpp"
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#include "Particle/CGenDescription.hpp"
#include "GameGlobalObjects.hpp"
namespace urde
{
CPlayerGun::CPlayerGun(TUniqueId id)
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: x0_lights(8, zeus::CVector3f{-30.f, 0.f, 30.f}, 4, 4, 0, 0, 0, 0.1f), x538_thisId(id),
x550_camBob(CPlayerCameraBob::ECameraBobType::One,
zeus::CVector2f(0.071f, 0.141f), 0.47f),
x678_morph(g_tweakPlayerGun->GetX38(), g_tweakPlayerGun->GetX34())
{
x354_ = g_tweakPlayerGun->GetX2c();
x358_ = g_tweakPlayerGun->GetX30();
x668_ = g_tweakPlayerGun->GetX24();
x66c_ = g_tweakPlayerGun->GetX28();
x832_31_ = true;
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x833_24_isFidgeting = true;
x833_30_ = true;
x6e0_.SetSortThermal(true);
/* TODO: Finish */
}
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void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&)
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{
}
void CPlayerGun::AsyncLoadSuit(CStateManager& mgr)
{
x72c_currentBeam->AsyncLoadSuitArm(mgr);
x740_grappleArm->AsyncLoadSuit(mgr);
}
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void CPlayerGun::TouchModel(const CStateManager& stateMgr)
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{
}
void CPlayerGun::DamageRumble(const zeus::CVector3f& location, float damage, const CStateManager& mgr)
{
x398_damageAmt = damage;
x3dc_damageLocation = location;
}
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void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr)
{
}
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void CPlayerGun::ResetIdle(CStateManager& mgr)
{
}
void CPlayerGun::CancelFiring(CStateManager& mgr)
{
}
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float CPlayerGun::GetBeamVelocity() const
{
if (x72c_currentBeam->IsLoaded())
return x72c_currentBeam->GetVelocityInfo().GetVelocity(x330_chargeWeaponIdx).y;
return 10.f;
}
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void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos)
{
}
void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const
{
}
void CPlayerGun::AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const
{
}
}