2018-10-07 03:42:33 +00:00
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#pragma once
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2016-12-22 19:57:21 +00:00
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#include "RetroTypes.hpp"
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2017-01-27 02:58:21 +00:00
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#include "DataSpec/DNACommon/Tweaks/ITweakPlayerGun.hpp"
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#include "Audio/CSfxManager.hpp"
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#include <set>
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#include <Runtime/CPlayerState.hpp>
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2016-12-22 19:57:21 +00:00
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2018-12-08 05:30:43 +00:00
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namespace urde {
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class CAnimData;
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class CToken;
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class CPrimitive;
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class CStateManager;
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enum class EWeaponType {
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None = -1,
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Power = 0,
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Ice = 1,
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Wave = 2,
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Plasma = 3,
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Bomb = 4,
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PowerBomb = 5,
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Missile = 6,
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BoostBall = 7,
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Phazon = 8,
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AI = 9,
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PoisonWater = 10,
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Lava = 11,
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Heat = 12,
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Unused1 = 13,
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OrangePhazon = 14
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};
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2018-12-08 05:30:43 +00:00
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enum class EProjectileAttrib {
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None = 0,
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PartialCharge = (1 << 0),
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PlasmaProjectile = (1 << 1),
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Charged = (1 << 2),
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Ice = (1 << 3),
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Wave = (1 << 4),
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Plasma = (1 << 5),
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Phazon = (1 << 6),
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ComboShot = (1 << 7),
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Bombs = (1 << 8),
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PowerBombs = (1 << 9),
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BigProjectile = (1 << 10),
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ArmCannon = (1 << 11),
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BigStrike = (1 << 12),
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DamageFalloff = (1 << 13),
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StaticInterference = (1 << 14),
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PlayerUnFreeze = (1 << 15),
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ParticleOPTS = (1 << 16),
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KeepInCinematic = (1 << 17),
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};
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ENABLE_BITWISE_ENUM(EProjectileAttrib)
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namespace NWeaponTypes {
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enum class EGunAnimType {
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BasePosition,
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Shoot,
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ChargeUp,
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ChargeLoop,
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ChargeShoot,
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FromMissile,
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ToMissile,
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MissileShoot,
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MissileReload,
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FromBeam,
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ToBeam
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};
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void primitive_set_to_token_vector(const CAnimData& animData, const std::set<CPrimitive>& primSet,
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std::vector<CToken>& tokensOut, bool preLock);
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void unlock_tokens(std::vector<CToken>& anims);
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void lock_tokens(std::vector<CToken>& anims);
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bool are_tokens_ready(const std::vector<CToken>& anims);
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void get_token_vector(const CAnimData& animData, int begin, int end, std::vector<CToken>& tokensOut, bool preLock);
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void get_token_vector(const CAnimData& animData, int animIdx, std::vector<CToken>& tokensOut, bool preLock);
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void do_sound_event(std::pair<u16, CSfxHandle>& sfxHandle, float& pitch, bool doPitchBend, u32 soundId, float weight,
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u32 flags, float falloff, float maxDist, float minVol, float maxVol,
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const zeus::CVector3f& posToCam, const zeus::CVector3f& pos, TAreaId aid, CStateManager& mgr);
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CAssetId get_asset_id_from_name(const char* name);
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CPlayerState::EPlayerSuit get_current_suit(const CStateManager& mgr);
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CSfxHandle play_sfx(u16 sfx, bool underwater, bool looped, float pan);
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2018-12-08 05:30:43 +00:00
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} // namespace NWeaponTypes
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2018-12-08 05:30:43 +00:00
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} // namespace urde
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