metaforce/Runtime/Weapon/CPowerBeam.hpp

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#pragma once
#include "CGunWeapon.hpp"
namespace urde
{
class CPowerBeam final : public CGunWeapon
{
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enum class ESmokeState
{
Inactive,
Active,
Done
};
TCachedToken<CGenDescription> x21c_shotSmoke;
TCachedToken<CGenDescription> x228_power2nd1;
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std::unique_ptr<CElementGen> x234_shotSmokeGen;
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std::unique_ptr<CElementGen> x238_power2ndGen;
float x23c_smokeTimer = 0.f;
ESmokeState x240_smokeState = ESmokeState::Inactive;
bool x244_24 : 1;
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bool x244_25_loaded : 1;
void ReInitVariables();
public:
CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const zeus::CVector3f& scale);
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void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf);
void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
void EnableSecondaryFx(ESecondaryFxType type);
void Update(float dt, CStateManager& mgr);
void Load(CStateManager& mgr, bool subtypeBasePose);
void Unload(CStateManager& mgr);
bool IsLoaded() const;
};
}