metaforce/Runtime/Camera/CFirstPersonCamera.hpp

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#pragma once
#include "CGameCamera.hpp"
namespace urde
{
class CFirstPersonCamera : public CGameCamera
{
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float x188_orbitCameraSpeed;
bool x18c_lockCamera = false;
zeus::CTransform x190_gunFollowXf;
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float x1c0_pitch = 0.f;
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TUniqueId x1c4_pitchId = kInvalidUniqueId;
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bool x1c6_24_deferBallTransitionProcessing : 1;
zeus::CVector3f x1c8_closeInVec;
float x1d4_closeInTimer = 0.f;
public:
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CFirstPersonCamera(TUniqueId, const zeus::CTransform& xf, TUniqueId, float orbitCameraSpeed,
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float fov, float nearplane, float farplane, float aspect);
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void Accept(IVisitor& visitor);
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void PreThink(float dt, CStateManager& mgr);
void Think(float dt, CStateManager& mgr);
void ProcessInput(const CFinalInput&, CStateManager& mgr);
void Reset(const zeus::CTransform&, CStateManager& mgr);
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void SkipCinematic();
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const zeus::CTransform& GetGunFollowTransform() const { return x190_gunFollowXf; }
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void UpdateTransform(CStateManager& mgr, float dt);
void UpdateElevation(CStateManager& mgr);
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void CalculateGunFollowOrientationAndTransform(zeus::CTransform&, zeus::CQuaternion&, float, zeus::CVector3f&);
void SetScriptPitchId(TUniqueId uid) { x1c4_pitchId = uid; }
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void SetLockCamera(bool v) { x18c_lockCamera = v; }
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void DeferBallTransitionProcessing() { x1c6_24_deferBallTransitionProcessing = true; }
};
}