metaforce/Runtime/Weapon/CEnergyProjectile.hpp

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#pragma once
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#include "CGameProjectile.hpp"
#include "Camera/CCameraShakeData.hpp"
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namespace urde {
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class CEnergyProjectile : public CGameProjectile {
CSfxHandle x2e8_sfx;
zeus::CVector3f x2ec_dir;
float x2f8_mag;
CCameraShakeData x2fc_camShake;
union {
struct {
bool x3d0_24_dead : 1;
bool x3d0_25_ : 1;
bool x3d0_26_ : 1;
bool x3d0_27_camShakeDirty : 1;
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};
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u32 _dummy = 0;
};
float x3d4_curTime = 0.f;
void StopProjectile(CStateManager& mgr);
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public:
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CEnergyProjectile(bool active, const TToken<CWeaponDescription>& desc, EWeaponType type, const zeus::CTransform& xf,
EMaterialTypes excludeMat, const CDamageInfo& damage, TUniqueId uid, TAreaId aid, TUniqueId owner,
TUniqueId homingTarget, EProjectileAttrib attribs, bool underwater, const zeus::CVector3f& scale,
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const rstl::optional<TLockedToken<CGenDescription>>& visorParticle, u16 visorSfx,
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bool sendCollideMsg);
void SetCameraShake(const CCameraShakeData& data) {
x2fc_camShake = data;
x3d0_27_camShakeDirty = true;
}
void PlayImpactSound(const zeus::CVector3f& pos, EWeaponCollisionResponseTypes type);
void ChangeProjectileOwner(TUniqueId owner, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
void Accept(IVisitor& visitor);
void ResolveCollisionWithWorld(const CRayCastResult& res, CStateManager& mgr);
void ResolveCollisionWithActor(const CRayCastResult& res, CActor& act, CStateManager& mgr);
void Think(float dt, CStateManager& mgr);
void Render(const CStateManager& mgr) const;
void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const;
void Touch(CActor& act, CStateManager& mgr);
virtual bool Explode(const zeus::CVector3f& pos, const zeus::CVector3f& normal, EWeaponCollisionResponseTypes type,
CStateManager& mgr, const CDamageVulnerability& dVuln, TUniqueId hitActor);
void Set3d0_26(bool v) { x3d0_26_ = v; }
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};
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} // namespace urde