2018-10-07 03:42:33 +00:00
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#pragma once
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2017-03-29 02:51:12 +00:00
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2019-09-23 19:00:23 +00:00
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#include "Runtime/Collision/CCollisionSurface.hpp"
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2020-02-21 04:27:12 +00:00
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#include "Runtime/Particle/CElementGen.hpp"
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2019-09-23 19:00:23 +00:00
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#include "Runtime/World/CActor.hpp"
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#include "Runtime/World/CDamageInfo.hpp"
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2017-03-29 02:51:12 +00:00
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2018-12-08 05:30:43 +00:00
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namespace urde {
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class CAnimationParameters;
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2019-09-23 19:00:23 +00:00
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2018-12-08 05:30:43 +00:00
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class CSnakeWeedSwarm : public CActor {
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public:
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enum class EBoidState : u32 {
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Raised = 0,
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Raising = 1,
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x2 = 2,
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x3 = 3,
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};
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enum class EBoidPlacement : u32 {
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None = 0,
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Ready = 1,
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Invalid = 2,
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Placed = 3,
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};
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class CBoid {
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zeus::CVector3f x0_pos;
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EBoidState xc_state;
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float x10_ = 0.f; // some timer
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float x14_yOffset;
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float x18_;
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float x1c_ = 0.f;
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float x20_;
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public:
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constexpr CBoid(const zeus::CVector3f& pos, float f1, float f2, float f3)
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: x0_pos(pos), xc_state(EBoidState::Raising), x14_yOffset(f1), x18_(f2), x20_(f3) {}
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constexpr const zeus::CVector3f& GetPosition() const { return x0_pos; }
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constexpr EBoidState GetState() const { return xc_state; }
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constexpr float Get_x10() const { return x10_; }
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constexpr float GetYOffset() const { return x14_yOffset; }
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constexpr float Get_x18() const { return x18_; }
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constexpr float Get_x20() const { return x20_; }
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constexpr void SetState(EBoidState v) { xc_state = v; }
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constexpr void Set_x10(float v) { x10_ = v; }
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constexpr void SetYOffset(float v) { x14_yOffset = v; }
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constexpr void Set_x18(float v) { x18_ = v; }
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};
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private:
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zeus::CVector3f xe8_scale;
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float xf4_boidSpacing;
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float xf8_height;
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float xfc_;
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float x100_weaponDamageRadius;
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float x104_;
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float x108_;
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float x10c_;
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float x110_;
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float x114_;
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float x118_;
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float x11c_;
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float x120_;
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float x124_;
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float x128_;
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// u32 x12c_ = 0;
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std::vector<CBoid> x134_boids;
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bool x140_24_hasGround : 1;
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bool x140_25_modelAssetDirty : 1;
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bool x140_26_playerTouching : 1;
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zeus::CAABox x144_touchBounds = zeus::skInvertedBox;
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CDamageInfo x15c_damageInfo;
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// x178_ / x19c_: vectors of CSkinnedModel*, not needed
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rstl::reserved_vector<std::shared_ptr<CModelData>, 4> x1b0_modelData;
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CModelData::EWhichModel x1c4_which;
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std::unique_ptr<std::vector<zeus::CVector3f>> x1c8_boidPositions;
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std::unique_ptr<std::vector<EBoidPlacement>> x1cc_boidPlacement;
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u16 x1d0_sfx1;
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u16 x1d2_sfx2;
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u16 x1d4_sfx3;
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CSfxHandle x1d8_sfxHandle = 0;
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TLockedToken<CGenDescription> x1dc_particleGenDesc;
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// TLockedToken<CGenDescription> x1e4_; both assign to x1dc_
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std::unique_ptr<CElementGen> x1ec_particleGen1;
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std::unique_ptr<CElementGen> x1f4_particleGen2;
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u32 x1fc_;
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float x200_;
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float x204_particleTimer = 0.f;
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2017-03-29 02:51:12 +00:00
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public:
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2018-12-08 05:30:43 +00:00
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CSnakeWeedSwarm(TUniqueId, bool, std::string_view, const CEntityInfo&, const zeus::CVector3f&, const zeus::CVector3f&,
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const CAnimRes&, const CActorParameters&, float, float, float, float, float, float, float, float,
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float, float, float, float, float, float, const CDamageInfo&, float, u32, u32, u32, CAssetId, u32,
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CAssetId, float);
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2018-06-23 23:08:16 +00:00
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2019-08-09 12:45:18 +00:00
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void Accept(IVisitor&) override;
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void ApplyRadiusDamage(const zeus::CVector3f& pos, const CDamageInfo& info, CStateManager& stateMgr);
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std::optional<zeus::CAABox> GetTouchBounds() const override;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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void PreRender(CStateManager&, const zeus::CFrustum&) override;
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void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const override;
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void Touch(CActor&, CStateManager&) override;
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void Think(float, CStateManager&) override;
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private:
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void AllocateSkinnedModels(CStateManager& mgr, CModelData::EWhichModel which);
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void HandleRadiusDamage(float radius, CStateManager& mgr, const zeus::CVector3f& pos);
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void FindGround(const CStateManager& mgr);
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zeus::CAABox GetBoidBox();
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int GetNumBoidsY();
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int GetNumBoidsX();
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void CreateBoids(CStateManager& mgr, int num);
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zeus::CVector2i GetBoidIndex(const zeus::CVector3f& pos);
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bool CreateBoid(const zeus::CVector3f& vec, CStateManager& mgr);
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float GetBoidOffsetY(const zeus::CVector3f& pos);
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float GetBoidOffsetX(const zeus::CVector3f& pos);
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void AddBoidPosition(const zeus::CVector3f& pos);
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void CalculateTouchBounds();
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void EmitParticles1(const zeus::CVector3f& pos);
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void EmitParticles2(const zeus::CVector3f& pos);
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void RenderBoid(u32 idx, const CBoid& boid, u32& posesToBuild) const;
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};
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} // namespace urde
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