metaforce/Runtime/Weapon/CGunWeapon.hpp

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#ifndef __URDE_CGUNWEAPON_HPP__
#define __URDE_CGUNWEAPON_HPP__
#include "RetroTypes.hpp"
#include "CWeaponMgr.hpp"
#include "Collision/CMaterialList.hpp"
#include "zeus/CVector3f.hpp"
#include "CPlayerState.hpp"
#include "Character/CAnimCharacterSet.hpp"
#include "Particle/CElementGen.hpp"
#include "CToken.hpp"
namespace urde
{
namespace NWeaponTypes
{
enum class EGunAnimType
{
};
}
class CActorLights;
class CGunController;
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struct CModelFlags;
class CStateManager;
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class CWeaponDescription;
class CVelocityInfo
{
friend class CGunWeapon;
rstl::reserved_vector<zeus::CVector3f, 2> x0_vel;
rstl::reserved_vector<bool, 2> x1c_;
rstl::reserved_vector<float, 2> x24_;
public:
const zeus::CVector3f& GetVelocity(int i) const { return x0_vel[i]; }
};
class CGunWeapon
{
public:
enum class ESecondaryFxType : u32
{
};
protected:
static const char* skBeamXferNames[5];
static const char* skAnimDependencyNames[5];
static const char* skDependencyNames[5];
static const char* skSuitArmNames[8];
zeus::CVector3f x4_;
TToken<CAnimCharacterSet> x104_gunCharacter;
TToken<CAnimCharacterSet> x13c_armCharacter;
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rstl::reserved_vector<TCachedToken<CWeaponDescription>, 2> x144_weapons;
TToken<CGenDescription> x160_xferEffect;
rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x16c_muzzleEffects;
rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x188_secondaryEffects;
EWeaponType x1c0_weaponType;
TUniqueId x1c4_uid;
EMaterialTypes x1c8_matType;
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CVelocityInfo x1d0_velInfo;
CPlayerState::EBeamId x200_beamId;
public:
CGunWeapon(ResId ancsId, EWeaponType type, TUniqueId uid, EMaterialTypes, const zeus::CVector3f& vec);
void AsyncLoadSuitArm(CStateManager& mgr);
void AllocResPools(CPlayerState::EBeamId);
virtual void Reset(CStateManager&) {}
virtual void PlayAnim(NWeaponTypes::EGunAnimType, bool) {}
virtual void PreRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
virtual void PostRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
virtual void UpdateGunFx(bool, float, const CStateManager&, const zeus::CTransform&) {}
virtual void Fire(bool, float, CPlayerState::EChargeState, const zeus::CTransform&, CStateManager&, TUniqueId) {}
virtual void EnableFx(bool) {}
virtual void EnableSecondaryFx(ESecondaryFxType) {}
virtual void Draw(bool, const CStateManager&, const zeus::CTransform&, const CModelFlags&,
const CActorLights*) const {}
virtual void DrawMuzzleFx(const CStateManager&) const {}
virtual void Update(float, CStateManager&) {}
virtual void Load(bool) {}
virtual void Unload(CStateManager&) {}
virtual bool IsLoaded() const {return false;}
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const CVelocityInfo& GetVelocityInfo() const { return x1d0_velInfo; }
};
}
#endif // __URDE_CGUNWEAPON_HPP__