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#pragma once
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#include "CScriptActor.hpp"
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#include "CPlayerState.hpp"
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namespace urde
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{
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class CScriptPlayerActor : public CScriptActor
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{
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CAnimRes x2e8_suitRes;
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CPlayerState::EBeamId x304_beam;
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CPlayerState::EPlayerSuit x308_suit = CPlayerState::EPlayerSuit::Invalid;
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CPlayerState::EBeamId x30c_setBeamId = CPlayerState::EBeamId::Invalid;
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s32 x310_loadedCharIdx = -1;
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std::unique_ptr<CModelData> x314_beamModelData;
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std::unique_ptr<CModelData> x318_suitModelData;
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TLockedToken<CModel> x31c_beamModel; // Used to be single_ptr
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TLockedToken<CModel> x320_suitModel; // Used to be single_ptr
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TLockedToken<CSkinRules> x324_suitSkin; // Used to be single_ptr
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TLockedToken<CSkinnedModel> x328_backupModelData; // Used to be optional
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TLockedToken<CTexture> x338_phazonIndirectTexture; // Used to be optional
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u32 x348_deallocateBackupCountdown = 0;
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float x34c_phazonOffsetAngle = 0.f;
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u32 x350_flags; /* 0x1: suit transition, 0x2: previous suit, 0x4: force reset
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* 0x8: track in area data, 0x10: keep in state manager */
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union
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{
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struct
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{
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bool x354_24_setBoundingBox : 1;
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bool x354_25_deferOnlineModelData : 1;
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bool x354_26_deferOfflineModelData : 1;
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bool x354_27_beamModelLoading : 1;
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bool x354_28_suitModelLoading : 1;
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bool x354_29_loading : 1;
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bool x354_30_enableLoading : 1;
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bool x354_31_deferOnlineLoad : 1;
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bool x355_24_areaTrackingLoad : 1;
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};
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u32 _dummy = 0;
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};
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TUniqueId x356_nextPlayerActor = kInvalidUniqueId;
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u32 GetSuitCharIdx(const CStateManager& mgr, CPlayerState::EPlayerSuit suit) const;
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u32 GetNextSuitCharIdx(const CStateManager& mgr) const;
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void LoadSuit(u32 charIdx);
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void LoadBeam(CPlayerState::EBeamId beam);
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void PumpBeamModel(CStateManager& mgr);
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void BuildBeamModelData();
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void PumpSuitModel(CStateManager& mgr);
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void SetupOfflineModelData();
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void SetupOnlineModelData();
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void SetupEnvFx(CStateManager& mgr, bool set);
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void SetIntoStateManager(CStateManager& mgr, bool set);
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void TouchModels_Internal(const CStateManager& mgr) const;
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public:
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CScriptPlayerActor(TUniqueId uid, std::string_view name, const CEntityInfo& info,
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const zeus::CTransform& xf, const CAnimRes& animRes, CModelData&& mData,
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const zeus::CAABox& aabox, bool setBoundingBox, const CMaterialList& list, float mass,
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float zMomentum, const CHealthInfo& hInfo, const CDamageVulnerability& dVuln,
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const CActorParameters& aParams, bool loop, bool active, u32 flags, CPlayerState::EBeamId beam);
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void Think(float, CStateManager &);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager &);
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void SetActive(bool active);
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void PreRender(CStateManager &, const zeus::CFrustum &);
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void AddToRenderer(const zeus::CFrustum &, const CStateManager &) const;
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void Render(const CStateManager &mgr) const;
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void TouchModels(const CStateManager& mgr) const;
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};
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}
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