2016-12-22 19:57:21 +00:00
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#ifndef __URDE_WEAPONCOMMON_HPP__
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#define __URDE_WEAPONCOMMON_HPP__
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#include "RetroTypes.hpp"
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2017-01-27 02:58:21 +00:00
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#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>
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2016-12-22 19:57:21 +00:00
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namespace urde
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{
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class CAnimData;
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class CToken;
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class CPrimitive;
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class CStateManager;
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2016-12-22 19:57:21 +00:00
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enum class EWeaponType
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{
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None = -1,
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Power = 0,
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Ice = 1,
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Wave = 2,
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Plasma = 3,
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Bomb = 4,
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PowerBomb = 5,
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Missile = 6,
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BoostBall = 7,
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Phazon = 8,
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AI = 9,
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PoisonWater = 10,
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Lava = 11,
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Hot = 12,
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Unused1 = 13,
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OrangePhazon = 14
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};
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namespace NWeaponTypes
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{
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enum class EGunAnimType
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{
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BasePosition,
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Shoot,
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ChargeUp,
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ChargeLoop,
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ChargeShoot,
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FromMissile,
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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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};
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void primitive_set_to_token_vector(const CAnimData& animData, const std::set<CPrimitive>& primSet,
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std::vector<CToken>& tokensOut, bool preLock);
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void unlock_tokens(std::vector<CToken>& anims);
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void lock_tokens(std::vector<CToken>& anims);
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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);
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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,
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float weight, u32 flags, float falloff, float maxDist, float minVol, float maxVol,
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const zeus::CVector3f& posToCam, const zeus::CVector3f& pos, TAreaId aid,
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CStateManager& mgr);
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CAssetId get_asset_id_from_name(const char* name);
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CPlayerState::EPlayerSuit get_current_suit(const CStateManager& mgr);
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CSfxHandle play_sfx(u16 sfx, bool underwater, bool looped, float pan);
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}
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2016-12-22 19:57:21 +00:00
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}
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#endif // __URDE_WEAPONCOMMON_HPP__
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