metaforce/Runtime/World/CActor.hpp

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#ifndef __URDE_CACTOR_HPP__
#define __URDE_CACTOR_HPP__
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#include "CEntity.hpp"
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#include "Graphics/CGraphics.hpp"
#include "Graphics/CSimpleShadow.hpp"
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#include "Audio/CSfxHandle.hpp"
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#include "zeus/zeus.hpp"
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#include "Collision/CMaterialFilter.hpp"
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#include "Character/CModelData.hpp"
#include "Character/CActorLights.hpp"
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#include "Collision/CCollisionResponseData.hpp"
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namespace urde
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{
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class CActorParameters;
class CWeaponMode;
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class CHealthInfo;
class CDamageInfo;
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class CDamageVulnerability;
class CLightParameters;
class CScannableObjectInfo;
class CScriptWater;
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class CSfxHandle;
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class CSimpleShadow;
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class CActor : public CEntity
{
protected:
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zeus::CTransform x34_transform;
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std::unique_ptr<CModelData> x64_modelData;
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CMaterialList x68_material;
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CMaterialFilter x70_;
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s16 x88_sfxId = -1;
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std::unique_ptr<CSfxHandle> x8c_sfxHandle;
std::unique_ptr<CActorLights> x90_actorLights;
std::unique_ptr<CSimpleShadow> x94_simpleShadow;
std::unique_ptr<TToken<CScannableObjectInfo>> x98_scanObjectInfo;
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zeus::CAABox x9c_aabox;
u8 xb4_ = 0;
u8 xb5_ = 0;
u16 xb6_ = 3;
zeus::CColor xb8_ = zeus::CColor::skWhite;
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float xbc_time = 0.f;
s32 xc0_ = 0;
TUniqueId xc4_fluidId = kInvalidUniqueId;
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TUniqueId xc6_ = kInvalidUniqueId;
s32 xc8_ = -1;
s32 xcc_ = -1;
float xd0_;
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u8 xd4_ = 0x7F;
u32 xd8_ = 2;
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union
{
struct
{
bool xe4_27_ : 1;
bool xe4_28_ : 1;
bool xe4_29_ : 1;
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bool xe4_30_ : 1;
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bool xe5_0_opaque : 1;
bool xe5_26_muted : 1;
bool xe5_27_useInSortedLists : 1;
bool xe5_28_callTouch : 1;
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bool xe6_26_inFluid : 1;
bool xe6_30_enablePitchBend : 1;
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bool xe7_29_ : 1;
};
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u32 dummy = 0;
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};
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public:
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enum class EFluidState
{
};
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enum class EScanState
{
Zero,
One,
Two,
};
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CActor(TUniqueId, bool, const std::string&, const CEntityInfo&,
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const zeus::CTransform&, CModelData&&, const CMaterialList&,
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const CActorParameters&, TUniqueId);
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virtual void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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virtual void SetActive(bool active)
{
xe4_27_ = true;
xe4_28_ = true;
xe4_29_ = true;
xe7_29_ = true;
CEntity::SetActive(active);
}
virtual void PreRender(const zeus::CFrustum&, const CStateManager&) {}
virtual void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const {}
virtual void Render(const CStateManager&) const {}
virtual bool CanRenderUnsorted(const CStateManager&) const { return false; }
virtual zeus::CAABox CalculateRenderBounds();
virtual const CHealthInfo* GetHealthInfo() const;
virtual const CDamageVulnerability* GetDamageVulnerability() const;
virtual const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f&, const zeus::CVector3f&, const CDamageInfo&) const;
virtual rstl::optional_object<zeus::CAABox> GetTouchBounds() const;
virtual void Touch(CActor&, CStateManager&);
virtual zeus::CVector3f GetOrbitPosition(const CStateManager&) const;
virtual zeus::CVector3f GetAimPosition(const CStateManager&, float) const;
virtual zeus::CVector3f GetHomingPosition(const CStateManager&, float) const;
virtual zeus::CVector3f GetScanObjectIndicatorPosition(const CStateManager&);
virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
CWeaponMode&, int);
virtual void FluidFXThink(EFluidState, CScriptWater&, CStateManager&);
virtual void OnScanStateChanged(EScanState, CStateManager&);
virtual zeus::CAABox GetSortingBounds(const zeus::CTransform&) const;
virtual void DoUserAnimEvent(CStateManager&, CInt32POINode&, EUserEventType);
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void RemoveEmitter();
const zeus::CTransform& GetTransform() const {return x34_transform;}
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void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
void RemoveMaterial(EMaterialTypes, EMaterialTypes, CStateManager&);
void RemoveMaterial(EMaterialTypes, CStateManager&);
void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
void AddMaterial(EMaterialTypes, EMaterialTypes, CStateManager&);
void AddMaterial(EMaterialTypes, CStateManager&);
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void SetCallTouch(bool callTouch);
bool GetCallTouch() const;
void SetUseInSortedList(bool use);
bool GetUseInSortedLists() const;
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const CMaterialFilter& GetMaterialFilter() const { return x70_; }
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void SetInFluid(bool in, TUniqueId uid);
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bool HasModelData() const;
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const CSfxHandle* GetSfxHandle() const;
void SetSfxPitchBend(s32);
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};
}
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#endif // __URDE_CACTOR_HPP__