metaforce/Runtime/MP1/World/CBloodFlower.hpp

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#pragma once
#include "Weapon/CProjectileInfo.hpp"
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#include "World/CPatterned.hpp"
namespace urde {
class CGenDescription;
class CElementGen;
class CWeaponDescription;
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class CTargetableProjectile;
} // namespace urde
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namespace urde::MP1 {
class CBloodFlower : public CPatterned {
TLockedToken<CGenDescription> x568_podEffectDesc;
std::unique_ptr<CElementGen> x574_podEffect;
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TLockedToken<CWeaponDescription> x578_projectileDesc;
float x584_curAttackTime = 0.f;
float x588_projectileOffset = 0.f;
u32 x58c_projectileState = 0;
CProjectileInfo x590_projectileInfo;
float x5b8_ = 0.f;
float x5bc_projectileDelay = 0.f;
float x5c0_ = 0.f;
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TLockedToken<CGenDescription> x5c4_visorParticle;
s16 x5d4_visorSfx;
u32 x5d8_effectState = 0;
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CDamageInfo x5dc_projectileDamage;
CDamageInfo x5f8_podDamage;
float x614_;
CAssetId x618_;
CAssetId x61c_;
CAssetId x620_;
void ActivateTriggers(CStateManager& mgr, bool activate);
void sub80119364(CStateManager&);
void UpdateFire(CStateManager& mgr);
void TurnEffectsOn(u32, CStateManager&);
void TurnEffectsOff(u32, CStateManager&);
void LaunchPollenProjectile(const zeus::CTransform&, CStateManager&, float, s32);
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CTargetableProjectile* CreateArcProjectile(CStateManager&, const TToken<CWeaponDescription>&, const zeus::CTransform&,
const CDamageInfo&, TUniqueId);
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public:
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DEFINE_PATTERNED(BloodFlower)
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CBloodFlower(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
const CPatternedInfo&, CAssetId, CAssetId, const CActorParameters&, CAssetId, const CDamageInfo&,
const CDamageInfo&, const CDamageInfo&, CAssetId, CAssetId, CAssetId, float, CAssetId, u32);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void Think(float dt, CStateManager& mgr);
void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
void Render(const CStateManager& mgr) const;
CProjectileInfo* GetProjectileInfo() { return &x590_projectileInfo; }
bool ShouldAttack(CStateManager&, float);
bool ShouldTurn(CStateManager&, float);
bool Leash(CStateManager&, float) { return x5c0_ < x3d0_playerLeashTime; }
void Active(CStateManager&, EStateMsg, float);
void InActive(CStateManager&, EStateMsg, float);
void BulbAttack(CStateManager&, EStateMsg, float);
void PodAttack(CStateManager&, EStateMsg, float);
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};
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} // namespace urde::MP1