2016-08-14 21:11:44 +00:00
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#ifndef __URDE_CGUNMOTION_HPP__
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#define __URDE_CGUNMOTION_HPP__
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#include "RetroTypes.hpp"
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#include "zeus/CVector3f.hpp"
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#include "Character/CModelData.hpp"
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2017-08-26 04:36:25 +00:00
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#include "CGunController.hpp"
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2016-08-14 21:11:44 +00:00
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namespace urde
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{
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2017-08-25 06:18:09 +00:00
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namespace SamusGun
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{
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enum class EAnimationState
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{
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Wander,
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Fidget,
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Struck,
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FreeLook,
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ComboFire,
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Idle,
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BasePosition
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};
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enum class EFidgetType
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{
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Invalid = -1,
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Minor,
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Major
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2017-08-25 06:18:09 +00:00
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};
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}
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2016-08-14 21:11:44 +00:00
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class CGunMotion
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{
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CModelData x0_modelData;
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2017-08-26 04:36:25 +00:00
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CGunController x4c_gunController;
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std::vector<CToken> xa8_anims;
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2017-08-27 03:02:18 +00:00
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bool xb8_24_animPlaying : 1;
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2017-08-26 04:36:25 +00:00
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void LoadAnimations();
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2016-08-14 21:11:44 +00:00
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public:
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CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale);
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const CModelData& GetModelData() const { return x0_modelData; }
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bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike);
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void ReturnToDefault(CStateManager& mgr, bool setState);
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void BasePosition(bool bigStrikeReset);
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void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2);
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void Update(float dt, CStateManager& mgr);
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void Draw(const CStateManager& mgr, const zeus::CTransform& xf) const;
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s32 GetFreeLookSetId() const { return x4c_gunController.GetFreeLookSetId(); }
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CGunController& GunController() { return x4c_gunController; }
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bool IsAnimPlaying() const { return xb8_24_animPlaying; }
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2016-08-14 21:11:44 +00:00
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};
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}
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#endif // __URDE_CGUNMOTION_HPP__
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