metaforce/Runtime/Weapon/WeaponCommon.hpp

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#ifndef __URDE_WEAPONCOMMON_HPP__
#define __URDE_WEAPONCOMMON_HPP__
#include "RetroTypes.hpp"
#include "DataSpec/DNACommon/Tweaks/ITweakPlayerGun.hpp"
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#include "Audio/CSfxManager.hpp"
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#include <set>
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#include <Runtime/CPlayerState.hpp>
namespace urde
{
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class CAnimData;
class CToken;
class CPrimitive;
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class CStateManager;
enum class EWeaponType
{
None = -1,
Power = 0,
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Ice = 1,
Wave = 2,
Plasma = 3,
Bomb = 4,
PowerBomb = 5,
Missile = 6,
BoostBall = 7,
Phazon = 8,
AI = 9,
PoisonWater = 10,
Lava = 11,
Heat = 12,
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Unused1 = 13,
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OrangePhazon = 14
};
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enum class EProjectileAttrib
{
None = 0,
PartialCharge = (1 << 0),
PlasmaProjectile = (1 << 1),
Charged = (1 << 2),
Ice = (1 << 3),
Wave = (1 << 4),
Plasma = (1 << 5),
Phazon = (1 << 6),
ComboShot = (1 << 7),
Bombs = (1 << 8),
PowerBombs = (1 << 9),
BigProjectile = (1 << 10),
ArmCannon = (1 << 11),
BigStrike = (1 << 12),
DamageFalloff = (1 << 13),
StaticInterference = (1 << 14),
PlayerUnFreeze = (1 << 15),
ParticleOPTS = (1 << 16),
KeepInCinematic = (1 << 17),
};
ENABLE_BITWISE_ENUM(EProjectileAttrib)
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namespace NWeaponTypes
{
enum class EGunAnimType
{
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BasePosition,
Shoot,
ChargeUp,
ChargeLoop,
ChargeShoot,
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FromMissile,
ToMissile,
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MissileShoot,
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MissileReload,
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FromBeam,
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ToBeam
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};
void primitive_set_to_token_vector(const CAnimData& animData, const std::set<CPrimitive>& primSet,
std::vector<CToken>& tokensOut, bool preLock);
void unlock_tokens(std::vector<CToken>& anims);
void lock_tokens(std::vector<CToken>& anims);
bool are_tokens_ready(const std::vector<CToken>& anims);
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void get_token_vector(const CAnimData& animData, int begin, int end, std::vector<CToken>& tokensOut, bool preLock);
void get_token_vector(const CAnimData& animData, int animIdx, std::vector<CToken>& tokensOut, bool preLock);
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void do_sound_event(std::pair<u16, CSfxHandle>& sfxHandle, float& pitch, bool doPitchBend, u32 soundId,
float weight, u32 flags, float falloff, float maxDist, float minVol, float maxVol,
const zeus::CVector3f& posToCam, const zeus::CVector3f& pos, TAreaId aid,
CStateManager& mgr);
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CAssetId get_asset_id_from_name(const char* name);
CPlayerState::EPlayerSuit get_current_suit(const CStateManager& mgr);
CSfxHandle play_sfx(u16 sfx, bool underwater, bool looped, float pan);
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}
}
#endif // __URDE_WEAPONCOMMON_HPP__