metaforce/DataSpec/DNAMP1/Tweaks/CTweakPlayerGun.hpp

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#ifndef _DNAMP1_CTWEAKPLAYERGUN_HPP_
#define _DNAMP1_CTWEAKPLAYERGUN_HPP_
#include "../../DNACommon/Tweaks/ITweakPlayerGun.hpp"
namespace DataSpec
{
namespace DNAMP1
{
struct CTweakPlayerGun : ITweakPlayerGun
{
DECL_YAML
Value<float> x4_;
Value<float> x8_;
Value<float> xc_;
Value<float> x10_;
Value<float> x14_;
Value<float> x18_;
Value<float> x1c_;
Value<float> x20_;
Value<float> x24_;
Value<float> x28_;
Value<float> x2c_;
Value<float> x30_;
Value<float> x34_;
Value<float> x38_;
Value<float> x3c_;
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Value<float> x40_gunNotFiringTime;
Value<float> x44_;
Value<float> x48_;
Value<zeus::CVector3f> x4c_;
Value<zeus::CVector3f> x58_;
Value<zeus::CVector3f> x64_;
SShotParam x70_bomb;
SShotParam x8c_powerBomb;
SShotParam x1d4_missile;
struct SWeaponInfo : BigYAML
{
DECL_YAML
Value<float> x0_coolDown = 0.1f;
SShotParam x4_normal;
SChargedShotParam x20_charged;
};
SWeaponInfo xa8_beams[5];
SComboShotParam x1f0_combos[5]; // Originally rstl::prereserved_vector<SShotParam,5>
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Value<float> x280_ricochetData[6]; // Originally rstl::prereserved_vector<float,5>, extended to 6 to capture
// PhazonBeam's value
CTweakPlayerGun() = default;
CTweakPlayerGun(athena::io::IStreamReader& r)
{
this->read(r);
x44_ = zeus::degToRad(x44_);
}
float GetX24() const { return x24_; }
float GetX28() const { return x28_; }
float GetX2c() const { return x2c_; }
float GetX30() const { return x30_; }
float GetX34() const { return x34_; }
float GetX38() const { return x38_; }
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float GetGunNotFiringTime() const { return x40_gunNotFiringTime; }
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float GetRichochetDamage(atUint32 type) const
{
switch (type)
{
case 0: // Power
return x280_ricochetData[0];
case 1: // Ice
return x280_ricochetData[1];
case 2: // Wave
return x280_ricochetData[2];
case 3: // Plasma
return x280_ricochetData[3];
case 6: // Missile
return x280_ricochetData[4];
case 8: // Phazon
/* Note: In order to return the same value as retail we have to do a bit of a hack
* Retro accidentally forgot to load in PhazonBeam's richochet value, as a result, it loads the
* pointer to CTweakParticle's vtable.
*/
#if MP_v1088
return float(0x803D9CC4);
#else
return x280_ricochetData[5];
#endif
default:
return 1.f;
}
}
SWeaponInfo GetBeamInfo(atInt32 beam) const
{
if (beam < 0 || beam > 5)
return xa8_beams[0];
return xa8_beams[beam];
}
};
}
}
#endif // _DNAMP1_CTWEAKPLAYERGUN_HPP_