2018-10-07 03:42:33 +00:00
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#pragma once
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2016-08-14 21:11:44 +00:00
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#include "CGunWeapon.hpp"
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2018-12-08 05:30:43 +00:00
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namespace urde {
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class CPlasmaBeam final : public CGunWeapon {
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TCachedToken<CGenDescription> x21c_plasma2nd1;
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std::unique_ptr<CElementGen> x228_chargeFx;
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bool x22c_24_loaded : 1;
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bool x22c_25_worldLighingDim : 1;
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float x230_fireShotDelayTimer = 0.f;
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float x234_fireShotDelay = 0.f;
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float x238_lightingResetDelayTimer = 0.f;
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TAreaId x23c_stateArea = kInvalidAreaId;
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void ReInitVariables();
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void SetWorldLighting(CStateManager& mgr, TAreaId aid, float speed, float target);
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2016-08-14 21:11:44 +00:00
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2017-08-22 03:20:22 +00:00
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public:
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2018-12-08 05:30:43 +00:00
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CPlasmaBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial,
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const zeus::CVector3f& scale);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
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bool IsFiring() const { return x234_fireShotDelay > 0.f; }
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void StopBeam(CStateManager& mgr, bool b1) { /* Empty */
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}
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void CreateBeam(CStateManager& mgr) { /* Empty */
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}
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void UpdateBeam(float dt, const zeus::CTransform& targetXf, const zeus::CVector3f& localBeamPos,
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CStateManager& mgr) { /* Empty */
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}
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void DeleteBeam(CStateManager& mgr);
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2017-09-07 03:55:31 +00:00
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2019-08-09 12:45:18 +00:00
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void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) override;
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void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf) override;
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2018-12-08 05:30:43 +00:00
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void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr,
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2019-08-09 12:45:18 +00:00
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TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) override;
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void EnableSecondaryFx(ESecondaryFxType type) override;
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void Update(float dt, CStateManager& mgr) override;
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void Load(CStateManager& mgr, bool subtypeBasePose) override;
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void Unload(CStateManager& mgr) override;
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bool IsLoaded() const override;
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2016-08-14 21:11:44 +00:00
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};
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2018-12-08 05:30:43 +00:00
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} // namespace urde
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