metaforce/Runtime/Weapon/CGunWeapon.cpp

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#include "CGunWeapon.hpp"
#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
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#include "CDependencyGroup.hpp"
#include "CGameState.hpp"
#include "CWeapon.hpp"
#include "CEnergyProjectile.hpp"
#include "Graphics/CSkinnedModel.hpp"
#include "Graphics/CVertexMorphEffect.hpp"
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namespace urde {
static const char* skBeamXferNames[] = {"PowerXfer", "IceXfer", "WaveXfer", "PlasmaXfer", "PhazonXfer"};
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static const char* skSuitArmNames[] = {
"PowerArm", "GravityArm", "VariaArm", "PhazonArm", "FusionArm", "FusionArmG", "FusionArmV", "FusionArmP",
};
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static const char* skMuzzleNames[] = {"PowerMuzzle", "PowerCharge", "IceMuzzle", "IceCharge", "PowerMuzzle",
"WaveCharge", "PlasmaMuzzle", "PlasmaCharge", "PhazonMuzzle", "EmptyMuzzle"};
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static const char* skFrozenNames[] = {"powerFrozen", "Ice2nd_2", "iceFrozen", "Ice2nd_2", "waveFrozen",
"Ice2nd_2", "plasmaFrozen", "Ice2nd_2", "iceFrozen", "Ice2nd_2"};
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static const char* skDependencyNames[] = {"Power_DGRP", "Ice_DGRP", "Wave_DGRP", "Plasma_DGRP", "Phazon_DGRP"};
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static const char* skAnimDependencyNames[] = {"Power_Anim_DGRP", "Ice_Anim_DGRP", "Wave_Anim_DGRP", "Plasma_Anim_DGRP",
"Phazon_Anim_DGRP"};
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CPlayerState::EBeamId GetWeaponIndex(EWeaponType type) {
if (type == EWeaponType::Power)
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return CPlayerState::EBeamId::Power;
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else if (type == EWeaponType::Ice)
return CPlayerState::EBeamId::Ice;
else if (type == EWeaponType::Wave)
return CPlayerState::EBeamId::Wave;
else if (type == EWeaponType::Plasma)
return CPlayerState::EBeamId::Plasma;
else if (type == EWeaponType::Phazon)
return CPlayerState::EBeamId::Phazon;
return CPlayerState::EBeamId::Power;
}
CGunWeapon::CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial,
const zeus::CVector3f& scale)
: x4_scale(scale)
, x104_gunCharacter(g_SimplePool->GetObj(SObjectTag{FOURCC('ANCS'), ancsId}))
, x13c_armCharacter(g_SimplePool->GetObj(skSuitArmNames[0]))
, x160_xferEffect(g_SimplePool->GetObj(skBeamXferNames[int(GetWeaponIndex(type))]))
, x1c0_weaponType(type)
, x1c4_playerId(playerId)
, x1c8_playerMaterial(playerMaterial)
, x200_beamId(GetWeaponIndex(type))
, x20c_shaderIdx(u32(x200_beamId))
, x214_ancsId(ancsId) {
AllocResPools(x200_beamId);
BuildDependencyList(x200_beamId);
}
void CGunWeapon::AllocResPools(CPlayerState::EBeamId beam) {
const CAssetId* wPair = g_tweakGunRes->GetWeaponPair(beam);
const char** muzzleNames = &skMuzzleNames[int(beam) * 2];
const char** frozenNames = &skFrozenNames[int(beam) * 2];
for (int i = 0; i < 2; ++i) {
x16c_muzzleEffects.push_back(g_SimplePool->GetObj(muzzleNames[i]));
x144_weapons.push_back(g_SimplePool->GetObj(SObjectTag{FOURCC('WPSC'), wPair[i]}));
x188_frozenEffects.push_back(g_SimplePool->GetObj(frozenNames[i]));
}
}
void CGunWeapon::FreeResPools() {
x160_xferEffect.Unlock();
for (int i = 0; i < 2; ++i) {
x16c_muzzleEffects[i].Unlock();
x144_weapons[i].Unlock();
x188_frozenEffects[i].Unlock();
}
x10c_anims.clear();
x1a4_muzzleGenerators.clear();
x1d0_velInfo.Clear();
}
void CGunWeapon::FillTokenVector(const std::vector<SObjectTag>& tags, std::vector<CToken>& objects) {
for (const SObjectTag& tag : tags)
objects.push_back(g_SimplePool->GetObj(tag));
}
void CGunWeapon::BuildDependencyList(CPlayerState::EBeamId beam) {
TLockedToken<CDependencyGroup> deps = g_SimplePool->GetObj(skDependencyNames[int(beam)]);
TLockedToken<CDependencyGroup> animDeps = g_SimplePool->GetObj(skAnimDependencyNames[int(beam)]);
x12c_deps.reserve(deps->GetObjectTagVector().size() + animDeps->GetObjectTagVector().size());
FillTokenVector(deps->GetObjectTagVector(), x12c_deps);
FillTokenVector(animDeps->GetObjectTagVector(), x12c_deps);
}
void CGunWeapon::AsyncLoadSuitArm(CStateManager& mgr) {
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xb0_suitArmModelData = rstl::nullopt;
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x13c_armCharacter = g_SimplePool->GetObj(skSuitArmNames[int(NWeaponTypes::get_current_suit(mgr))]);
x13c_armCharacter.Lock();
x218_28_suitArmLocked = true;
}
void CGunWeapon::Reset(CStateManager& mgr) {
if (!x218_26_loaded)
return;
x10_solidModelData->AnimationData()->EnableLooping(false);
if (x218_25_enableCharge)
x218_25_enableCharge = false;
else
x100_gunController->Reset();
}
static const s32 skAnimTypeList[] = {0, 4, 1, 2, 3, 5, 6, 7, 8, 9, 10};
void CGunWeapon::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {
if (x218_26_loaded && type >= NWeaponTypes::EGunAnimType::BasePosition &&
type <= NWeaponTypes::EGunAnimType::ToBeam) {
x10_solidModelData->AnimationData()->EnableLooping(loop);
CAnimPlaybackParms parms(skAnimTypeList[int(type)], -1, 1.f, true);
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x10_solidModelData->AnimationData()->SetAnimation(parms, false);
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}
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}
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void CGunWeapon::PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) {
// Empty
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}
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void CGunWeapon::PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) {
if (x218_26_loaded && x1b8_frozenGenerator && x204_frozenEffect != EFrozenFxType::None)
x1b8_frozenGenerator->Render();
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}
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void CGunWeapon::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf) {
if (x218_26_loaded && x204_frozenEffect != EFrozenFxType::None) {
if (x204_frozenEffect == EFrozenFxType::Thawed) {
if (x1b8_frozenGenerator->IsSystemDeletable()) {
x1b8_frozenGenerator.reset();
} else {
x1b8_frozenGenerator->SetTranslation(xf.origin);
x1b8_frozenGenerator->SetOrientation(xf.getRotation());
}
} else {
x1b8_frozenGenerator->SetGlobalOrientAndTrans(xf);
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}
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if (x1b8_frozenGenerator)
x1b8_frozenGenerator->Update(dt);
}
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}
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const s32 CGunWeapon::skShootAnim[2] = {4, 3};
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void CGunWeapon::Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) {
CDamageInfo dInfo = GetDamageInfo(mgr, chargeState, chargeFactor1);
zeus::CVector3f scale(chargeState == EChargeState::Normal ? 1.f : chargeFactor2);
bool partialCharge = chargeState == EChargeState::Normal ? false : !zeus::close_enough(chargeFactor1, 1.f);
EProjectileAttrib attribs = EProjectileAttrib::ArmCannon;
if (partialCharge)
attribs |= EProjectileAttrib::PartialCharge;
if (chargeState == EChargeState::Charged)
attribs |= EProjectileAttrib::Charged;
CEnergyProjectile* proj = new CEnergyProjectile(
true, x144_weapons[int(chargeState)], x1c0_weaponType, xf, x1c8_playerMaterial, dInfo, mgr.AllocateUniqueId(),
kInvalidAreaId, x1c4_playerId, homingTarget, attribs, underwater, scale, {}, -1, false);
mgr.AddObject(proj);
proj->Think(dt, mgr);
if (chargeState == EChargeState::Charged) {
x218_25_enableCharge = true;
mgr.GetCameraManager()->AddCameraShaker(CCameraShakeData::skChargedShotCameraShakeData, false);
}
x10_solidModelData->AnimationData()->EnableLooping(false);
CAnimPlaybackParms parms(skShootAnim[int(chargeState)], -1, 1.f, true);
x10_solidModelData->AnimationData()->SetAnimation(parms, false);
}
void CGunWeapon::EnableFx(bool enable) {
// Empty
}
void CGunWeapon::EnableSecondaryFx(ESecondaryFxType type) { x1cc_enabledSecondaryEffect = type; }
void CGunWeapon::EnableFrozenEffect(EFrozenFxType type) {
switch (type) {
case EFrozenFxType::Thawed:
if (x204_frozenEffect == EFrozenFxType::Thawed)
break;
x1b8_frozenGenerator = std::make_unique<CElementGen>(x188_frozenEffects[1]);
x1b8_frozenGenerator->SetGlobalScale(x4_scale);
break;
case EFrozenFxType::Frozen:
if (x204_frozenEffect == EFrozenFxType::Frozen)
break;
x1b8_frozenGenerator = std::make_unique<CElementGen>(x188_frozenEffects[0]);
x1b8_frozenGenerator->SetGlobalScale(x4_scale);
break;
default:
break;
}
x204_frozenEffect = type;
}
void CGunWeapon::ActivateCharge(bool enable, bool resetEffect) {
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetParticleEmission(false);
x208_muzzleEffectIdx = u32(enable);
if (enable || resetEffect) {
x1a4_muzzleGenerators[x208_muzzleEffectIdx] =
std::make_unique<CElementGen>(x16c_muzzleEffects[x208_muzzleEffectIdx]);
}
}
void CGunWeapon::Touch(const CStateManager& mgr) {
if (x10_solidModelData) {
x10_solidModelData->Touch(mgr, x20c_shaderIdx);
if (xb0_suitArmModelData)
xb0_suitArmModelData->Touch(mgr, 0);
}
}
void CGunWeapon::TouchHolo(const CStateManager& mgr) {
if (x60_holoModelData)
x60_holoModelData->Touch(mgr, 0);
}
void CGunWeapon::PointGenerator(void* ctx, const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn) {
reinterpret_cast<CRainSplashGenerator*>(ctx)->GeneratePoints(vn);
}
void CGunWeapon::Draw(bool drawSuitArm, const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags,
const CActorLights* lights) const {
if (!x218_26_loaded)
return;
zeus::CTransform armXf = xf * x10_solidModelData->GetScaledLocatorTransform("elbow");
if (x1bc_rainSplashGenerator && x1bc_rainSplashGenerator->IsRaining())
CSkinnedModel::SetPointGeneratorFunc(x1bc_rainSplashGenerator, PointGenerator);
if (mgr.GetThermalDrawFlag() == EThermalDrawFlag::Hot && x200_beamId != CPlayerState::EBeamId::Ice) {
/* Hot Draw */
zeus::CColor mulColor(flags.x4_color.a(), flags.x4_color.a());
zeus::CColor addColor(0.25f, 0.25f);
if (x218_29_drawHologram) {
DrawHologram(mgr, xf, flags);
} else {
CModelFlags useFlags(0, 0, 3, zeus::skWhite);
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x10_solidModelData->RenderThermal(xf, mulColor, addColor, useFlags);
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}
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if (drawSuitArm && xb0_suitArmModelData) {
CModelFlags useFlags(0, 0, 3, zeus::skWhite);
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xb0_suitArmModelData->RenderThermal(xf, mulColor, addColor, useFlags);
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}
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} else {
/* Cold Draw */
if (mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::XRay && !x218_29_drawHologram) {
CModelFlags useFlags = flags;
useFlags.x1_matSetIdx = u8(x20c_shaderIdx);
x10_solidModelData->Render(mgr, xf, lights, useFlags);
} else {
DrawHologram(mgr, xf, flags);
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}
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if (drawSuitArm && xb0_suitArmModelData) {
xb0_suitArmModelData->Render(mgr, armXf, lights, flags);
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}
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}
if (x1bc_rainSplashGenerator && x1bc_rainSplashGenerator->IsRaining()) {
CSkinnedModel::ClearPointGeneratorFunc();
x1bc_rainSplashGenerator->Draw(xf);
}
}
void CGunWeapon::DrawMuzzleFx(const CStateManager& mgr) const {
if (const CElementGen* effect = x1a4_muzzleGenerators[x208_muzzleEffectIdx].get()) {
if (x200_beamId != CPlayerState::EBeamId::Ice &&
mgr.GetPlayerState()->GetActiveVisor(mgr) == CPlayerState::EPlayerVisor::XRay) {
CElementGen::SetSubtractBlend(true);
const_cast<CElementGen*>(effect)->Render();
CElementGen::SetSubtractBlend(false);
} else {
const_cast<CElementGen*>(effect)->Render();
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}
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}
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}
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void CGunWeapon::LoadSuitArm(CStateManager& mgr) {
if (x13c_armCharacter.IsLoaded()) {
CAssetId armId = NWeaponTypes::get_asset_id_from_name(skSuitArmNames[int(NWeaponTypes::get_current_suit(mgr))]);
xb0_suitArmModelData.emplace(CStaticRes(armId, x4_scale));
xb0_suitArmModelData->SetSortThermal(true);
x218_28_suitArmLocked = false;
x13c_armCharacter.Unlock();
}
}
void CGunWeapon::LoadGunModels(CStateManager& mgr) {
s32 defaultAnim = x218_27_subtypeBasePose ? 0 : 9;
x10_solidModelData.emplace(CAnimRes(x214_ancsId, 0, x4_scale, defaultAnim, false));
x60_holoModelData.emplace(CAnimRes(x214_ancsId, 1, x4_scale, defaultAnim, false));
CAnimPlaybackParms parms(defaultAnim, -1, 1.f, true);
x10_solidModelData->AnimationData()->SetAnimation(parms, true);
LoadSuitArm(mgr);
x10_solidModelData->SetSortThermal(true);
x60_holoModelData->SetSortThermal(true);
x100_gunController = std::make_unique<CGunController>(*x10_solidModelData);
}
void CGunWeapon::LoadAnimations() {
NWeaponTypes::get_token_vector(*x10_solidModelData->GetAnimationData(), 0, 15, x10c_anims, true);
}
bool CGunWeapon::IsAnimsLoaded() const {
for (const CToken& tok : x10c_anims)
if (!tok.IsLoaded())
return false;
return true;
}
void CGunWeapon::LoadMuzzleFx(float dt) {
for (int i = 0; i < 2; ++i) {
x1a4_muzzleGenerators.push_back(std::make_unique<CElementGen>(x16c_muzzleEffects[i]));
x1a4_muzzleGenerators.back()->SetParticleEmission(false);
x1a4_muzzleGenerators.back()->Update(dt);
}
}
void CGunWeapon::LoadProjectileData(CStateManager& mgr) {
CRandom16 random(mgr.GetUpdateFrameIndex());
CGlobalRandom grand(random);
for (int i = 0; i < 2; ++i) {
zeus::CVector3f weaponVel;
if (const CVectorElement* ivec = x144_weapons[i]->x4_IVEC.get())
ivec->GetValue(0, weaponVel);
x1d0_velInfo.x0_vel.push_back(weaponVel);
float tratVal = 0.f;
if (const CRealElement* trat = x144_weapons[i]->x30_TRAT.get())
trat->GetValue(0, tratVal);
x1d0_velInfo.x24_trat.push_back(tratVal);
x1d0_velInfo.x1c_targetHoming.push_back(x144_weapons[i]->x29_HOMG);
if (weaponVel.y() > 0.f)
x1d0_velInfo.x0_vel.back() *= zeus::CVector3f(60.f);
else
x1d0_velInfo.x0_vel.back() = zeus::skForward;
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}
}
void CGunWeapon::LoadFxIdle(float dt, CStateManager& mgr) {
if (NWeaponTypes::are_tokens_ready(x12c_deps)) {
if ((x210_loadFlags & 0x2) != 0 && (x210_loadFlags & 0x4) != 0 && (x210_loadFlags & 0x10) != 0)
return;
bool loaded = true;
for (int i = 0; i < 2; ++i) {
if (!x16c_muzzleEffects[i].IsLoaded()) {
loaded = false;
break;
}
if (!x144_weapons[i].IsLoaded()) {
loaded = false;
break;
}
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}
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for (int i = 0; i < 2; ++i) {
if (!x188_frozenEffects[i].IsLoaded()) {
loaded = false;
break;
}
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}
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if (!x160_xferEffect.IsLoaded())
loaded = false;
if (loaded) {
if ((x210_loadFlags & 0x2) != 0x2) {
LoadMuzzleFx(dt);
x210_loadFlags |= 0x2;
}
x210_loadFlags |= 0x10;
if ((x210_loadFlags & 0x4) != 0x4) {
LoadProjectileData(mgr);
x210_loadFlags |= 0x4;
}
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}
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}
}
void CGunWeapon::Update(float dt, CStateManager& mgr) {
if (x218_26_loaded) {
x10_solidModelData->AdvanceAnimation(dt, mgr, kInvalidAreaId, true);
x100_gunController->Update(dt, mgr);
if (x218_28_suitArmLocked)
LoadSuitArm(mgr);
} else {
if (x104_gunCharacter) {
if (x104_gunCharacter.IsLoaded()) {
if ((x210_loadFlags & 0x1) != 0x1) {
LoadGunModels(mgr);
LoadAnimations();
x210_loadFlags |= 0x1;
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}
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if ((x210_loadFlags & 0x8) != 0x8) {
if (IsAnimsLoaded())
x210_loadFlags |= 0x8;
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}
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}
LoadFxIdle(dt, mgr);
if ((x210_loadFlags & 0x1f) == 0x1f) {
if (x10_solidModelData->PickAnimatedModel(CModelData::EWhichModel::Normal)
.GetModel()
->IsLoaded(x20c_shaderIdx) &&
xb0_suitArmModelData->IsLoaded(0))
x218_26_loaded = true;
}
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}
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}
}
void CGunWeapon::LockTokens(CStateManager& mgr) {
AsyncLoadSuitArm(mgr);
NWeaponTypes::lock_tokens(x12c_deps);
}
void CGunWeapon::UnlockTokens() {
x13c_armCharacter.Unlock();
NWeaponTypes::unlock_tokens(x12c_deps);
}
void CGunWeapon::Load(CStateManager& mgr, bool subtypeBasePose) {
LockTokens(mgr);
x218_27_subtypeBasePose = subtypeBasePose;
x204_frozenEffect = EFrozenFxType::None;
x1b8_frozenGenerator.reset();
x104_gunCharacter.Lock();
x160_xferEffect.Lock();
for (int i = 0; i < 2; ++i) {
x16c_muzzleEffects[i].Lock();
x144_weapons[i].Lock();
}
for (int i = 0; i < 2; ++i)
x188_frozenEffects[i].Lock();
}
void CGunWeapon::Unload(CStateManager& mgr) {
UnlockTokens();
x210_loadFlags = 0;
x204_frozenEffect = EFrozenFxType::None;
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x10_solidModelData = rstl::nullopt;
x60_holoModelData = rstl::nullopt;
xb0_suitArmModelData = rstl::nullopt;
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x100_gunController.reset();
x1bc_rainSplashGenerator = nullptr;
x1b8_frozenGenerator.reset();
FreeResPools();
x104_gunCharacter.Unlock();
x218_26_loaded = false;
}
bool CGunWeapon::IsLoaded() const { return x218_26_loaded; }
void CGunWeapon::DrawHologram(const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags) const {
if (!x218_26_loaded)
return;
if (x218_29_drawHologram) {
CModelFlags useFlags = flags;
useFlags.m_extendedShader = EExtendedShader::Flat;
x60_holoModelData->Render(CModelData::EWhichModel::Normal, xf, nullptr, useFlags);
} else {
CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x10_solidModelData->GetScale()));
// CGraphics::DisableAllLights();
// g_Renderer->SetAmbientColor(zeus::skWhite);
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CSkinnedModel& model = const_cast<CSkinnedModel&>(*x60_holoModelData->GetAnimationData()->GetModelData());
model.GetModelInst()->ActivateLights({CLight::BuildLocalAmbient({}, zeus::skWhite)});
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const_cast<CGunWeapon*>(this)->x10_solidModelData->AnimationData()->Render(model, flags, {}, nullptr);
// g_Renderer->SetAmbientColor(zeus::skWhite);
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// CGraphics::DisableAllLights();
}
}
void CGunWeapon::UpdateMuzzleFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos, bool emitting) {
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetGlobalTranslation(pos);
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetGlobalScale(scale);
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetParticleEmission(emitting);
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->Update(dt);
}
void CGunWeapon::ReturnToDefault(CStateManager& mgr) { x100_gunController->ReturnToDefault(mgr, 0.f, false); }
bool CGunWeapon::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle) {
switch (state) {
case SamusGun::EAnimationState::ComboFire:
x100_gunController->EnterComboFire(mgr, s32(x200_beamId));
return true;
default:
return false;
case SamusGun::EAnimationState::Wander:
return true;
}
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}
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void CGunWeapon::UnLoadFidget() { x100_gunController->UnLoadFidget(); }
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bool CGunWeapon::IsFidgetLoaded() const { return x100_gunController->IsFidgetLoaded(); }
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void CGunWeapon::AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 animSet) {
x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), animSet);
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}
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void CGunWeapon::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2) {
x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2);
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}
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CDamageInfo CGunWeapon::GetShotDamageInfo(const SShotParam& shotParam, CStateManager& mgr) {
CDamageInfo ret(shotParam);
if (g_GameState->GetHardMode())
ret.MultiplyDamage(g_GameState->GetHardModeWeaponMultiplier());
return ret;
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}
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CDamageInfo CGunWeapon::GetDamageInfo(CStateManager& mgr, EChargeState chargeState, float chargeFactor) const {
const SWeaponInfo& wInfo = GetWeaponInfo();
if (chargeState == EChargeState::Normal) {
return GetShotDamageInfo(wInfo.x4_normal, mgr);
} else {
SShotParam param = wInfo.x20_charged;
param.damage *= chargeFactor;
param.radiusDamage *= chargeFactor;
param.radius *= chargeFactor;
param.knockback *= chargeFactor;
param.noImmunity = false;
return GetShotDamageInfo(param, mgr);
}
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}
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const SWeaponInfo& CGunWeapon::GetWeaponInfo() const { return g_tweakPlayerGun->GetBeamInfo(s32(x200_beamId)); }
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zeus::CAABox CGunWeapon::GetBounds() const {
if (x10_solidModelData)
return x10_solidModelData->GetBounds();
return zeus::skNullBox;
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}
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zeus::CAABox CGunWeapon::GetBounds(const zeus::CTransform& xf) const {
if (x10_solidModelData)
return x10_solidModelData->GetBounds(xf);
return zeus::skNullBox;
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}
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bool CGunWeapon::IsChargeAnimOver() const {
return !(x218_25_enableCharge && x10_solidModelData->GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body"));
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}
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} // namespace urde