metaforce/Runtime/Weapon/CElectricBeamProjectile.hpp

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#pragma once
#include <memory>
#include "Runtime/Weapon/CBeamProjectile.hpp"
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namespace metaforce {
struct SElectricBeamInfo {
TToken<CElectricDescription> x0_electricDescription;
float x8_maxLength;
float xc_radius;
float x10_travelSpeed;
CAssetId x14_particleId;
float x18_;
float x1c_;
};
class CElectricBeamProjectile : public CBeamProjectile {
std::unique_ptr<CParticleElectric> x468_electric;
TCachedToken<CGenDescription> x46c_genDescription;
std::unique_ptr<CElementGen> x478_elementGen;
float x47c_;
float x480_;
float x484_ = 0.f;
float x488_;
bool x48c_ = false;
public:
CElectricBeamProjectile(const TToken<CWeaponDescription>&, EWeaponType, const SElectricBeamInfo&,
const zeus::CTransform&, EMaterialTypes, const CDamageInfo&, TUniqueId, TAreaId, TUniqueId,
EProjectileAttrib);
void Accept(IVisitor&) override;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void PreRender(CStateManager&, const zeus::CFrustum&) override;
void Touch(CActor&, CStateManager&) override {}
void UpdateFx(const zeus::CTransform&, float, CStateManager&) override;
void ResetBeam(CStateManager&, bool) override;
void Fire(const zeus::CTransform&, CStateManager&, bool) override;
};
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} // namespace metaforce