2018-10-07 03:42:33 +00:00
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#pragma once
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2016-04-25 05:03:38 +00:00
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#include "World/CPatterned.hpp"
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2018-11-17 05:05:57 +00:00
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#include "Character/CBoneTracking.hpp"
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#include "Weapon/CProjectileInfo.hpp"
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2016-04-25 05:03:38 +00:00
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2018-12-08 05:30:43 +00:00
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namespace urde {
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class CDamageInfo;
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class CCollisionActorManager;
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2018-12-08 05:30:43 +00:00
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namespace MP1 {
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class CNewIntroBoss : public CPatterned {
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pas::ELocomotionType x568_locomotion = pas::ELocomotionType::Relaxed;
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u32 x56c_stateProg = 0;
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float x570_turnRadius;
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CBoneTracking x574_boneTracking;
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CProjectileInfo x5ac_projectileInfo;
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TUniqueId x5d4_stage1Projectile = kInvalidUniqueId;
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TUniqueId x5d6_stage2Projectile = kInvalidUniqueId;
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TUniqueId x5d8_stage3Projectile = kInvalidUniqueId;
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std::string x5dc_damageLocator; // ???
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std::unique_ptr<CCollisionActorManager> x5ec_collisionManager;
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CAssetId x5f0_beamContactFxId;
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CAssetId x5f4_beamPulseFxId;
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CAssetId x5f8_beamTextureId;
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CAssetId x5fc_beamGlowTextureId;
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TUniqueId x600_headActor = kInvalidUniqueId;
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TUniqueId x602_pelvisActor = kInvalidUniqueId;
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zeus::CVector3f x604_predictedPlayerPos;
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zeus::CVector3f x610_lookPos;
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zeus::CVector3f x61c_startPlayerPos;
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float x628_firingTime = 0.f;
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zeus::CVector3f x62c_targetPos;
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float x638_ = 0.2f;
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float x63c_attackTime = 8.f;
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float x640_initialHp = 0.f;
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zeus::CTransform x644_;
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s16 x674_rumbleVoice = -1;
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TUniqueId x676_curProjectile = kInvalidUniqueId;
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bool x678_ = false;
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pas::ELocomotionType GetLocoForHealth(const CStateManager&) const;
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pas::EGenerateType GetGenerateForHealth(const CStateManager&) const;
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float GetNextAttackTime(CStateManager&) const;
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zeus::CVector3f PlayerPos(const CStateManager&) const;
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void DeleteBeam(CStateManager&);
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void StopRumble(CStateManager&);
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public:
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DEFINE_PATTERNED(NewIntroBoss)
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CNewIntroBoss(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const CPatternedInfo& pInfo, const CActorParameters& actParms,
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float turnRadius, CAssetId projectile, const CDamageInfo& dInfo, CAssetId beamContactFxId,
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CAssetId beamPulseFxId, CAssetId beamTextureId, CAssetId beamGlowTextureId);
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void Accept(IVisitor& visitor);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager&);
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void Think(float dt, CStateManager& mgr);
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void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const;
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void OnScanStateChanged(EScanState, CStateManager&);
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CProjectileInfo* GetProjectileInfo() { return &x5ac_projectileInfo; }
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zeus::CAABox GetSortingBounds(const CStateManager&) const {
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zeus::CAABox box = GetModelData()->GetBounds();
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return zeus::CAABox({-0.5f, -0.5f, box.min.z()}, {0.5f, 0.5f, box.max.z()}).getTransformedAABox(x34_transform);
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}
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std::experimental::optional<zeus::CAABox> GetTouchBounds() const { return {}; }
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void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt);
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void Generate(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void Patrol(CStateManager&, EStateMsg, float);
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bool ShouldTurn(CStateManager&, float);
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bool ShouldAttack(CStateManager&, float);
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bool AIStage(CStateManager&, float);
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bool AnimOver(CStateManager&, float);
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bool InAttackPosition(CStateManager&, float);
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};
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} // namespace MP1
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} // namespace urde
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