metaforce/Runtime/Weapon/CFlameThrower.hpp

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#pragma once
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#include <memory>
#include "Runtime/Particle/CFlameWarp.hpp"
#include "Runtime/Weapon/CGameProjectile.hpp"
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namespace urde {
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class CFlameInfo;
class CElementGen;
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class CFlameThrower : public CGameProjectile {
public:
enum class EFlameState {
Default,
FireStart,
FireActive,
FireStopTimer,
FireWaitForParticlesDone
};
private:
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static const zeus::CVector3f kLightOffset;
zeus::CTransform x2e8_flameXf;
zeus::CAABox x318_flameBounds = zeus::skNullBox;
float x330_particleWaitDelayTimer = 0.f;
float x334_fireStopTimer = 0.f;
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float x338_;
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TToken<CGenDescription> x33c_flameDesc;
std::unique_ptr<CElementGen> x348_flameGen;
CFlameWarp x34c_flameWarp;
EFlameState x3f0_flameState = EFlameState::Default;
CAssetId x3f4_playerSteamTxtr;
s16 x3f8_playerHitSfx;
CAssetId x3fc_playerIceTxtr;
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union {
struct {
bool x400_24_active : 1;
bool x400_25_particlesActive : 1;
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bool x400_26_ : 1;
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bool x400_27_coneCollision : 1; /* Z-sort and finer collision detection */
};
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u32 _dummy = 0;
};
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void CreateFlameParticles(CStateManager&);
void SetFlameLightActive(CStateManager&, bool);
void UpdateFlameState(float, CStateManager&);
CRayCastResult DoCollisionCheck(TUniqueId& idOut, const zeus::CAABox& aabb, CStateManager& mgr);
void ApplyDamageToActor(CStateManager& mgr, TUniqueId id, float dt);
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public:
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CFlameThrower(const TToken<CWeaponDescription>& wDesc, std::string_view name, EWeaponType wType,
const CFlameInfo& flameInfo, const zeus::CTransform& xf, EMaterialTypes matType,
const CDamageInfo& dInfo, TUniqueId uid, TAreaId aId, TUniqueId owner, EProjectileAttrib attribs,
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CAssetId playerSteamTxtr, s16 playerHitSfx, CAssetId playerIceTxtr);
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void Accept(IVisitor& visitor) override;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void Think(float, CStateManager&) override;
void AddToRenderer(const zeus::CFrustum&, CStateManager&) override;
void Render(CStateManager& mgr) override;
std::optional<zeus::CAABox> GetTouchBounds() const override;
void Touch(CActor& actor, CStateManager& mgr) override;
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void SetTransform(const zeus::CTransform& xf, float);
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void Reset(CStateManager&, bool);
void Fire(const zeus::CTransform&, CStateManager&, bool);
bool GetParticlesActive() const { return x400_25_particlesActive; }
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};
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} // namespace urde