2016-08-14 21:11:44 +00:00
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#ifndef __URDE_CPLAYERGUN_HPP__
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#define __URDE_CPLAYERGUN_HPP__
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#include "RetroTypes.hpp"
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#include "Character/CActorLights.hpp"
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#include "CFidget.hpp"
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#include "zeus/CTransform.hpp"
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#include "zeus/CAABox.hpp"
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2016-11-22 20:43:16 +00:00
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#include "World/CPlayerCameraBob.hpp"
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2016-08-14 21:11:44 +00:00
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#include "CGunMotion.hpp"
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#include "CGrappleArm.hpp"
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#include "CAuxWeapon.hpp"
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#include "CPowerBeam.hpp"
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#include "CIceBeam.hpp"
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#include "CWaveBeam.hpp"
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#include "CPlasmaBeam.hpp"
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#include "CPhazonBeam.hpp"
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#include "Particle/CElementGen.hpp"
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#include "Character/CModelData.hpp"
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2016-11-22 20:43:16 +00:00
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#include "World/CWorldShadow.hpp"
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2017-06-12 04:23:34 +00:00
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#include "World/ScriptObjectSupport.hpp"
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2017-08-22 03:20:22 +00:00
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#include "Graphics/CRainSplashGenerator.hpp"
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2016-08-14 21:11:44 +00:00
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namespace urde
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{
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2017-07-16 06:13:37 +00:00
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class CFinalInput;
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2016-08-14 21:11:44 +00:00
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class CPlayerGun
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{
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2017-04-04 05:48:13 +00:00
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public:
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enum class EMissleMode
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{
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Inactive,
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Active
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};
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2017-08-16 05:34:02 +00:00
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enum class EBWeapon
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{
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2017-08-29 13:17:52 +00:00
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Bomb,
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PowerBomb
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};
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2017-08-25 06:18:09 +00:00
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enum class EGunOverrideMode
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{
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Normal,
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One,
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Two,
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Three
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};
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2017-04-04 05:48:13 +00:00
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private:
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2017-08-16 05:34:02 +00:00
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class CGunMorph
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2016-08-14 21:11:44 +00:00
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{
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2017-08-25 06:18:09 +00:00
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public:
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enum class EGunState
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{
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Zero,
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One
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};
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private:
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2016-08-15 01:19:04 +00:00
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float x0_ = 0.f;
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2017-08-21 05:46:59 +00:00
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float x4_gunTransformTime;
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2016-08-15 01:19:04 +00:00
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float x8_ = 0.f;
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float xc_ = 0.1f;
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2017-08-21 05:46:59 +00:00
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float x10_holoHoldTime;
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2016-08-15 01:19:04 +00:00
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float x14_ = 2.f;
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float x18_transitionFactor = 1.f;
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2016-08-15 01:19:04 +00:00
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u32 x1c_ = 2;
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2017-08-25 06:18:09 +00:00
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EGunState x20_gunState = EGunState::One;
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2016-08-15 01:19:04 +00:00
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union
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{
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struct
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{
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bool x24_24_ : 1;
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bool x24_25_ : 1;
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};
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2017-08-16 05:34:02 +00:00
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u32 _dummy = 0;
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2016-08-15 01:19:04 +00:00
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};
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2017-08-16 05:34:02 +00:00
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public:
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2017-08-21 05:46:59 +00:00
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CGunMorph(float gunTransformTime, float holoHoldTime)
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: x4_gunTransformTime(gunTransformTime), x10_holoHoldTime(std::fabs(holoHoldTime)) {}
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2017-08-16 05:34:02 +00:00
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float GetTransitionFactor() const { return x18_transitionFactor; }
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2017-08-25 06:18:09 +00:00
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EGunState GetGunState() const { return x20_gunState; }
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};
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class CMotionState
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{
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2017-08-26 04:36:25 +00:00
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public:
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enum class EMotionState
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{
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Zero,
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One,
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Two
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};
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private:
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2017-08-22 03:20:22 +00:00
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static float gGunExtendDistance;
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2017-08-26 04:36:25 +00:00
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bool x0_24_ = true;
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float x4_ = 0.f;
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float x8_ = 0.f;
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float xc_ = 0.f;
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float x10_ = 0.f;
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float x14_ = 0.f;
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float x18_ = 0.f;
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float x1c_ = 0.f;
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EMotionState x20_state = EMotionState::Zero;
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u32 x24_ = 0;
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2017-08-22 03:20:22 +00:00
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public:
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static void SetExtendDistance(float d) { gGunExtendDistance = d; }
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void SetState(EMotionState state) { x20_state = state; }
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void Update(bool b1, float dt, zeus::CTransform& xf, CStateManager& mgr);
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2016-08-14 21:11:44 +00:00
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};
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CActorLights x0_lights;
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CSfxHandle x2e0_chargeSfx;
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CSfxHandle x2e4_invalidSfx;
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u32 x2e8_ = 0;
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2017-08-27 03:02:18 +00:00
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// 0x1: FireOrBomb, 0x2: MissileOrPowerBomb
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u32 x2ec_lastFireButtonStates = 0;
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u32 x2f0_pressedFireButtonStates = 0;
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u32 x2f4_fireButtonStates = 0;
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2016-08-14 21:11:44 +00:00
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u32 x2f8_ = 1;
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2017-08-27 03:02:18 +00:00
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u32 x2fc_fidgetAnimBits = 0;
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u32 x300_ = 0;
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u32 x304_ = 0;
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2017-02-18 02:19:50 +00:00
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u32 x308_bombCount = 3;
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u32 x30c_ = 0;
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2017-04-09 06:14:22 +00:00
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u32 x310_selectedBeam = 0;
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u32 x314_pendingSelectedBeam = 0;
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2016-08-14 21:11:44 +00:00
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u32 x318_ = 0;
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EMissleMode x31c_missileMode = EMissleMode::Inactive;
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u32 x320_ = 0;
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u32 x324_ = 4;
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u32 x328_ = 0x2000;
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u32 x32c_ = 0;
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2017-08-27 03:02:18 +00:00
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EChargeState x330_chargeState = EChargeState::Normal;
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u32 x334_ = 0;
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u32 x338_ = 0;
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2017-08-25 06:18:09 +00:00
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EGunOverrideMode x33c_gunOverrideMode = EGunOverrideMode::Normal;
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2017-04-04 05:48:13 +00:00
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float x340_chargeBeamFactor = 0.f;
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float x344_ = 0.f;
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float x348_ = 0.f;
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2017-08-26 04:36:25 +00:00
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float x34c_shakeX = 0.f;
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float x350_shakeZ = 0.f;
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2017-08-21 05:46:59 +00:00
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float x354_bombFuseTime;
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float x358_bombDropDelayTime;
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2017-02-18 02:19:50 +00:00
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float x35c_bombTime = 0.f;
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float x360_ = 0.f;
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float x364_ = 0.f;
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float x368_ = 0.f;
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float x36c_ = 1.f;
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2017-08-26 04:36:25 +00:00
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float x370_gunMotionSpeedMult = 1.f;
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float x374_ = 0.f;
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float x378_ = 0.f;
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float x37c_ = 0.f;
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float x380_ = 0.f;
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float x384_ = 0.f;
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float x388_ = 0.f;
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float x38c_ = 0.f;
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2017-08-26 04:36:25 +00:00
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float x390_cooldown = 0.f;
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2017-08-25 06:18:09 +00:00
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float x394_damageTimer = 0.f;
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2017-07-05 18:34:12 +00:00
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float x398_damageAmt = 0.f;
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2016-08-14 21:11:44 +00:00
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float x39c_ = 0.f;
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float x3a0_ = 0.f;
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CFidget x3a4_fidget;
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2017-07-05 18:34:12 +00:00
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zeus::CVector3f x3dc_damageLocation;
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2017-07-19 17:47:57 +00:00
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zeus::CTransform x3e8_xf;
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2017-08-26 04:36:25 +00:00
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zeus::CTransform x418_beamLocalXf;
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zeus::CTransform x448_elbowWorldXf;
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2017-07-23 23:45:04 +00:00
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zeus::CTransform x478_assistAimXf;
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2017-08-26 04:36:25 +00:00
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zeus::CTransform x4a8_gunWorldXf;
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zeus::CTransform x4d8_gunLocalXf;
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zeus::CTransform x508_elbowLocalXf;
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2017-08-25 06:18:09 +00:00
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TUniqueId x538_playerId;
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2017-08-27 03:02:18 +00:00
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TUniqueId x53a_powerBomb = kInvalidUniqueId;
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2017-08-25 06:18:09 +00:00
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TUniqueId x53c_lightId = kInvalidUniqueId;
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2017-08-22 03:20:22 +00:00
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std::vector<CToken> x540_handAnimTokens;
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2016-08-14 21:11:44 +00:00
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CPlayerCameraBob x550_camBob;
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u32 x658_ = 1;
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float x65c_ = 0.f;
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float x660_ = 0.f;
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float x664_ = 0.f;
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2017-08-21 05:46:59 +00:00
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float x668_aimVerticalSpeed;
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float x66c_aimHorizontalSpeed;
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2016-08-14 21:11:44 +00:00
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TUniqueId x670_ = kInvalidUniqueId;
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u32 x674_ = 0;
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CGunMorph x678_morph;
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2017-08-26 04:36:25 +00:00
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CMotionState x6a0_motionState;
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2016-08-14 21:11:44 +00:00
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zeus::CAABox x6c8_;
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2017-08-21 05:46:59 +00:00
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CModelData x6e0_rightHandModel;
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2016-08-15 01:19:04 +00:00
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CGunWeapon* x72c_currentBeam = nullptr;
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2016-08-14 21:11:44 +00:00
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u32 x730_ = 0;
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2017-08-25 06:18:09 +00:00
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CGunWeapon* x734_ = nullptr;
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2017-08-22 03:20:22 +00:00
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CGunWeapon* x738_nextBeam = nullptr;
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2016-08-15 01:19:04 +00:00
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std::unique_ptr<CGunMotion> x73c_gunMotion;
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std::unique_ptr<CGrappleArm> x740_grappleArm;
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std::unique_ptr<CAuxWeapon> x744_auxWeapon;
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2017-08-22 03:20:22 +00:00
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std::unique_ptr<CRainSplashGenerator> x748_rainSplashGenerator;
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2016-08-15 01:19:04 +00:00
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std::unique_ptr<CPowerBeam> x74c_powerBeam;
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std::unique_ptr<CIceBeam> x750_iceBeam;
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std::unique_ptr<CWaveBeam> x754_waveBeam;
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std::unique_ptr<CPlasmaBeam> x758_plasmaBeam;
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std::unique_ptr<CPhazonBeam> x75c_phazonBeam;
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2017-08-22 03:20:22 +00:00
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CGunWeapon* x760_selectableBeams[4] = {}; // Used to be reserved_vector
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std::unique_ptr<CElementGen> x774_holoTransitionGen;
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2017-08-26 04:36:25 +00:00
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std::unique_ptr<CElementGen> x77c_;
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2017-08-22 03:20:22 +00:00
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rstl::reserved_vector<rstl::reserved_vector<TLockedToken<CGenDescription>, 2>, 2> x784_bombEffects;
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rstl::reserved_vector<TLockedToken<CGenDescription>, 5> x7c0_auxMuzzleEffects;
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rstl::reserved_vector<std::unique_ptr<CElementGen>, 5> x800_auxMuzzleGenerators;
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2016-08-15 01:19:04 +00:00
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std::unique_ptr<CWorldShadow> x82c_shadow;
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2017-08-26 04:36:25 +00:00
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s16 x830_chargeRumbleHandle = -1;
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2016-08-15 01:19:04 +00:00
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union
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{
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struct
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{
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bool x832_24_ : 1;
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bool x832_25_ : 1;
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bool x832_26_ : 1;
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bool x832_27_ : 1;
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bool x832_28_ : 1;
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bool x832_29_ : 1;
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bool x832_30_ : 1;
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bool x832_31_ : 1;
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2017-07-20 06:04:40 +00:00
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bool x833_24_isFidgeting : 1;
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2016-08-15 01:19:04 +00:00
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bool x833_25_ : 1;
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bool x833_26_ : 1;
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bool x833_27_ : 1;
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2017-08-25 06:18:09 +00:00
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bool x833_28_phazonBeamActive : 1;
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2017-08-26 04:36:25 +00:00
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bool x833_29_pointBlankWorldSurface : 1;
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2016-08-15 01:19:04 +00:00
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bool x833_30_ : 1;
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bool x833_31_ : 1;
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2017-04-04 05:48:13 +00:00
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bool x834_24_charging : 1;
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2016-08-15 01:19:04 +00:00
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bool x834_25_ : 1;
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bool x834_26_ : 1;
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2017-08-25 06:18:09 +00:00
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bool x834_27_underwater : 1;
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2016-08-15 01:19:04 +00:00
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bool x834_28_ : 1;
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2017-08-26 04:36:25 +00:00
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bool x834_29_frozen : 1;
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bool x834_30_inBigStrike : 1;
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2016-08-15 01:19:04 +00:00
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bool x834_31_ : 1;
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2017-08-25 06:18:09 +00:00
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bool x835_24_canFirePhazon : 1;
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bool x835_25_inPhazonBeam : 1;
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bool x835_26_phazonBeamMorphing : 1;
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bool x835_27_intoPhazonBeam : 1;
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2017-04-08 20:40:36 +00:00
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bool x835_28_bombReady : 1;
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bool x835_29_powerBombReady : 1;
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2017-08-25 06:18:09 +00:00
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bool x835_30_inPhazonPool : 1;
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2017-08-19 06:52:13 +00:00
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bool x835_31_actorAttached : 1;
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2016-08-15 01:19:04 +00:00
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};
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u32 _dummy = 0;
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};
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2016-08-14 21:11:44 +00:00
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2017-08-22 03:20:22 +00:00
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void InitBeamData();
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void InitBombData();
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void InitMuzzleData();
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void InitCTData();
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void LoadHandAnimTokens();
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2017-08-25 06:18:09 +00:00
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void CreateGunLight(CStateManager& mgr);
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void DeleteGunLight(CStateManager& mgr);
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2017-08-26 04:36:25 +00:00
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void UpdateGunLight(const zeus::CTransform& pos, CStateManager& mgr);
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2017-08-25 06:18:09 +00:00
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void SetGunLightActive(bool active, CStateManager& mgr);
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void SetPhazonBeamMorph(bool intoPhazonBeam);
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void Reset(CStateManager& mgr, bool b1);
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void ResetBeamParams(CStateManager& mgr, const CPlayerState& playerState, bool playSelectionSfx);
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2017-08-26 04:36:25 +00:00
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CSfxHandle PlaySfx(u16 sfx, bool underwater, bool looped, float pan);
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void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
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2017-08-25 06:18:09 +00:00
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void CancelCharge(CStateManager& mgr, bool withEffect);
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2017-08-26 04:36:25 +00:00
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bool ExitMissile();
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void StopChargeSound(CStateManager& mgr);
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void UnLoadFidget();
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void ReturnArmAndGunToDefault(CStateManager& mgr, bool b1);
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void ReturnToRestPose();
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void ChangeWeapon(const CPlayerState& playerState, CStateManager& mgr);
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void GetLctrWithShake(zeus::CTransform& xfOut, const CModelData& mData, const std::string& lctrName,
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bool b1, bool b2);
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void UpdateLeftArmTransform(const CModelData& mData, const CStateManager& mgr);
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void ProcessGunMorph(float dt, CStateManager& mgr);
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void ProcessPhazonGunMorph(float dt, CStateManager& mgr);
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void UpdateChargeState(float dt, CStateManager& mgr);
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void UpdateAuxWeapons(float dt, const zeus::CTransform& targetXf, CStateManager& mgr);
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void DoUserAnimEvents(float dt, CStateManager& mgr);
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TUniqueId GetTargetId(CStateManager& mgr) const;
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void CancelLockOn();
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2017-08-27 03:02:18 +00:00
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void FireSecondary(float dt, CStateManager& mgr);
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void ResetCharged(float dt, CStateManager& mgr);
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void ActivateCombo(CStateManager& mgr);
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void ProcessChargeState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt);
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void ResetNormal(CStateManager& mgr);
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void UpdateNormalShotCycle(float dt, CStateManager& mgr);
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void ProcessNormalState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt);
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2017-08-26 04:36:25 +00:00
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void UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr);
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2017-08-27 03:02:18 +00:00
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void EnterFreeLook(CStateManager& mgr);
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void SetFidgetAnimBits(int parm2, bool beamOnly);
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void AsyncLoadFidget(CStateManager& mgr);
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bool IsFidgetLoaded() const;
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void EnterFidget(CStateManager& mgr);
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2017-08-26 04:36:25 +00:00
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void UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr);
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2017-08-22 03:20:22 +00:00
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2016-08-14 21:11:44 +00:00
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public:
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2017-08-22 03:20:22 +00:00
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explicit CPlayerGun(TUniqueId playerId);
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2017-08-26 04:36:25 +00:00
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void TakeDamage(bool bigStrike, bool notFromMetroid, CStateManager& mgr);
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2017-08-13 05:26:14 +00:00
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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2016-08-15 01:19:04 +00:00
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void AsyncLoadSuit(CStateManager& mgr);
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2017-07-31 05:19:05 +00:00
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void TouchModel(const CStateManager& stateMgr);
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2017-04-04 05:48:13 +00:00
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EMissleMode GetMissleMode() const { return x31c_missileMode; }
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2017-07-20 06:04:40 +00:00
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bool IsFidgeting() const { return x833_24_isFidgeting; }
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2017-04-08 20:40:36 +00:00
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bool IsCharging() const { return x834_24_charging; }
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float GetChargeBeamFactor() const { return x340_chargeBeamFactor; }
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bool IsBombReady() const { return x835_28_bombReady; }
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u32 GetBombCount() const { return x308_bombCount; }
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bool IsPowerBombReady() const { return x835_29_powerBombReady; }
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2017-04-09 06:14:22 +00:00
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u32 GetSelectedBeam() const { return x310_selectedBeam; }
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u32 GetPendingSelectedBeam() const { return x314_pendingSelectedBeam; }
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const CGunMorph& GetGunMorph() const { return x678_morph; }
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2017-08-16 05:34:02 +00:00
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float GetHoloTransitionFactor() const { return x678_morph.GetTransitionFactor(); }
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2017-07-19 17:47:57 +00:00
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void SetTransform(const zeus::CTransform& xf) { x3e8_xf = xf; }
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2017-07-23 23:45:04 +00:00
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void SetAssistAimTransform(const zeus::CTransform& xf) { x478_assistAimXf = xf; }
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2017-06-18 01:58:13 +00:00
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CGrappleArm& GetGrappleArm() { return *x740_grappleArm; }
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2017-07-05 18:34:12 +00:00
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void DamageRumble(const zeus::CVector3f& location, float damage, const CStateManager& mgr);
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2017-08-25 06:18:09 +00:00
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void ResetCharge(CStateManager& mgr, bool b1);
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void HandleBeamChange(const CFinalInput& input, CStateManager& mgr);
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void HandlePhazonBeamChange(CStateManager& mgr);
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void HandleWeaponChange(const CFinalInput& input, CStateManager& mgr);
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2017-07-16 06:13:37 +00:00
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void ProcessInput(const CFinalInput& input, CStateManager& mgr);
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2017-07-17 03:04:14 +00:00
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void ResetIdle(CStateManager& mgr);
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void CancelFiring(CStateManager& mgr);
|
2017-07-23 23:45:04 +00:00
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float GetBeamVelocity() const;
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2017-08-25 06:18:09 +00:00
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void StopContinuousBeam(CStateManager& mgr, bool b1);
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2017-08-16 05:34:02 +00:00
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void Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr);
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2017-07-31 05:19:05 +00:00
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void PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos);
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void Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const;
|
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|
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void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const;
|
2017-08-27 03:02:18 +00:00
|
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|
u32 GetLastFireButtonStates() const { return x2ec_lastFireButtonStates; }
|
|
|
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void DropBomb(EBWeapon weapon, CStateManager& mgr);
|
2017-08-16 05:34:02 +00:00
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|
TUniqueId DropPowerBomb(CStateManager& mgr);
|
2017-08-19 06:52:13 +00:00
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void SetActorAttached(bool b) { x835_31_actorAttached = b; }
|
2016-08-14 21:11:44 +00:00
|
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|
};
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}
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#endif // __URDE_CPLAYERGUN_HPP__
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