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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2017-01-21 06:03:37 +00:00
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#include "ITweak.hpp"
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2016-09-18 23:47:48 +00:00
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#include "Runtime/IFactory.hpp"
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2017-09-05 03:00:19 +00:00
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#include "Runtime/CPlayerState.hpp"
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2016-08-14 21:11:44 +00:00
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namespace DataSpec
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{
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2017-01-21 06:03:37 +00:00
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struct ITweakGunRes : ITweak
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{
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using ResId = urde::CAssetId;
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using EBeamId = urde::CPlayerState::EBeamId;
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2016-08-16 22:49:19 +00:00
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2016-09-18 23:47:48 +00:00
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ResId x4_gunMotion;
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ResId x8_grappleArm;
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ResId xc_rightHand;
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ResId x10_powerBeam;
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ResId x14_iceBeam;
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ResId x18_waveBeam;
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ResId x1c_plasmaBeam;
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ResId x20_phazonBeam;
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ResId x24_holoTransition;
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ResId x28_bombSet;
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ResId x2c_bombExplode;
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ResId x30_powerBombExplode;
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/* Power, Ice, Wave, Plasma, Phazon / Beam, Ball */
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ResId x34_weapons[5][2];
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ResId x84_muzzle[5];
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ResId x94_charge[5];
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ResId xa4_auxMuzzle[5];
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ResId xb4_grappleSegment;
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ResId xb8_grappleClaw;
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ResId xbc_grappleHit;
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ResId xc0_grappleMuzzle;
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ResId xc4_grappleSwoosh;
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ResId GetBeamModel(EBeamId beam) const
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{
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auto b = int(beam);
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if (b < 0 || b > 4)
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b = 0;
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switch (EBeamId(b))
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{
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default:
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case EBeamId::Power:
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return x10_powerBeam;
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case EBeamId::Ice:
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return x14_iceBeam;
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case EBeamId::Wave:
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return x18_waveBeam;
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case EBeamId::Plasma:
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return x1c_plasmaBeam;
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case EBeamId::Phazon:
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return x20_phazonBeam;
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}
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}
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2017-07-23 23:45:04 +00:00
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const ResId* GetWeaponPair(EBeamId beam) const
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{
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auto b = int(beam);
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if (b < 0 || b > 4)
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return x34_weapons[0];
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return x34_weapons[b];
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}
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2016-09-18 23:47:48 +00:00
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void ResolveResources(const urde::IFactory& factory)
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{
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x4_gunMotion = factory.GetResourceIdByName(GetGunMotion().c_str())->id;
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x8_grappleArm = factory.GetResourceIdByName(GetGrappleArm().c_str())->id;
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xc_rightHand = factory.GetResourceIdByName(GetRightHand().c_str())->id;
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x10_powerBeam = factory.GetResourceIdByName(GetPowerBeam().c_str())->id;
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x14_iceBeam = factory.GetResourceIdByName(GetIceBeam().c_str())->id;
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x18_waveBeam = factory.GetResourceIdByName(GetWaveBeam().c_str())->id;
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x1c_plasmaBeam = factory.GetResourceIdByName(GetPlasmaBeam().c_str())->id;
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x20_phazonBeam = factory.GetResourceIdByName(GetPhazonBeam().c_str())->id;
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x24_holoTransition = factory.GetResourceIdByName(GetHoloTransition().c_str())->id;
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x28_bombSet = factory.GetResourceIdByName(GetBombSet().c_str())->id;
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x2c_bombExplode = factory.GetResourceIdByName(GetBombExplode().c_str())->id;
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x30_powerBombExplode = factory.GetResourceIdByName(GetPowerBombExplode().c_str())->id;
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for (int i=0 ; i<5 ; ++i)
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for (int j=0 ; j<2 ; ++j)
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x34_weapons[i][j] = factory.GetResourceIdByName(GetWeapon(i, j).c_str())->id;
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for (int i=0 ; i<5 ; ++i)
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x84_muzzle[i] = factory.GetResourceIdByName(GetMuzzleParticle(i).c_str())->id;
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for (int i=0 ; i<5 ; ++i)
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x94_charge[i] = factory.GetResourceIdByName(GetChargeParticle(i).c_str())->id;
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for (int i=0 ; i<5 ; ++i)
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xa4_auxMuzzle[i] = factory.GetResourceIdByName(GetAuxMuzzleParticle(i).c_str())->id;
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xb4_grappleSegment = factory.GetResourceIdByName(GetGrappleSegmentParticle().c_str())->id;
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xb8_grappleClaw = factory.GetResourceIdByName(GetGrappleClawParticle().c_str())->id;
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xbc_grappleHit = factory.GetResourceIdByName(GetGrappleHitParticle().c_str())->id;
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xc0_grappleMuzzle = factory.GetResourceIdByName(GetGrappleMuzzleParticle().c_str())->id;
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xc4_grappleSwoosh = factory.GetResourceIdByName(GetGrappleSwooshParticle().c_str())->id;
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}
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protected:
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virtual const std::string& GetGunMotion() const=0;
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virtual const std::string& GetGrappleArm() const=0;
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virtual const std::string& GetRightHand() const=0;
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virtual const std::string& GetPowerBeam() const=0;
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virtual const std::string& GetIceBeam() const=0;
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virtual const std::string& GetWaveBeam() const=0;
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virtual const std::string& GetPlasmaBeam() const=0;
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virtual const std::string& GetPhazonBeam() const=0;
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virtual const std::string& GetHoloTransition() const=0;
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virtual const std::string& GetBombSet() const=0;
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virtual const std::string& GetBombExplode() const=0;
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virtual const std::string& GetPowerBombExplode() const=0;
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2016-09-18 23:47:48 +00:00
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virtual const std::string& GetWeapon(size_t idx, bool ball) const=0;
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virtual const std::string& GetMuzzleParticle(size_t idx) const=0;
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virtual const std::string& GetChargeParticle(size_t idx) const=0;
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virtual const std::string& GetAuxMuzzleParticle(size_t idx) const=0;
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virtual const std::string& GetGrappleSegmentParticle() const=0;
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virtual const std::string& GetGrappleClawParticle() const=0;
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virtual const std::string& GetGrappleHitParticle() const=0;
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virtual const std::string& GetGrappleMuzzleParticle() const=0;
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virtual const std::string& GetGrappleSwooshParticle() const=0;
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};
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}
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