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#pragma once
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2016-04-19 00:17:49 +00:00
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2019-09-22 21:52:05 +00:00
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#include "Runtime/RetroTypes.hpp"
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#include "Runtime/Weapon/CWeaponMode.hpp"
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namespace urde {
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enum class EVulnerability { Weak, Normal, Deflect, Immune, PassThrough, DirectWeak, DirectNormal, DirectImmune };
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enum class EDeflectType { None, One, Two, Three, Four };
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class CDamageVulnerability {
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EVulnerability x0_power;
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EVulnerability x4_ice;
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EVulnerability x8_wave;
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EVulnerability xc_plasma;
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EVulnerability x10_bomb;
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EVulnerability x14_powerbomb;
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EVulnerability x18_missile;
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EVulnerability x1c_boostBall;
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EVulnerability x20_phazon;
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EVulnerability x24_enemyWp1;
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EVulnerability x28_enemyWp2Poison;
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EVulnerability x2c_enemyWp3Lava;
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EVulnerability x30_enemyWp4;
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EVulnerability x34_unk1;
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EVulnerability x38_unk2;
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EVulnerability x3c_chargedPower;
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EVulnerability x40_chargedIce;
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EVulnerability x44_chargedWave;
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EVulnerability x48_chargedPlasma;
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EVulnerability x4c_superMissile;
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EVulnerability x50_iceSpreader;
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EVulnerability x54_wavebuster;
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EVulnerability x58_flamethrower;
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EDeflectType x5c_deflected;
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/* The following two values are hard coded to bizarre values on purpose to more closely reflect the behavior seen
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* in-game.
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*/
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EDeflectType x60_chargedDeflected = EDeflectType(6);
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EDeflectType x64_comboDeflected = EDeflectType(0x3e666666);
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void ConstructNew(CInputStream& in, int propCount);
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static const CDamageVulnerability sNormalVulnerability;
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static const CDamageVulnerability sImmuneVulnerability;
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static const CDamageVulnerability sReflectVulnerability;
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static const CDamageVulnerability sPassThroughVulnerability;
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public:
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CDamageVulnerability(CInputStream& in);
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CDamageVulnerability(EVulnerability power, EVulnerability ice, EVulnerability wave, EVulnerability plasma,
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EVulnerability bomb, EVulnerability powerBomb, EVulnerability missile, EVulnerability boostBall,
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EVulnerability phazon, EVulnerability enemyWp1, EVulnerability wnemyWp2, EVulnerability enemyWp3,
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EVulnerability enemyWp4, EVulnerability v1, EVulnerability v2, EDeflectType deflectType);
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CDamageVulnerability(EVulnerability power, EVulnerability ice, EVulnerability wave, EVulnerability plasma,
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EVulnerability bomb, EVulnerability powerBomb, EVulnerability missile, EVulnerability boostBall,
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EVulnerability phazon, EVulnerability enemyWp1, EVulnerability enemyWp2, EVulnerability enemyWp3,
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EVulnerability enemyWp4, EVulnerability v1, EVulnerability v2, EVulnerability chargedPower,
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EVulnerability chargedIce, EVulnerability chargedWave, EVulnerability chargedPlasma,
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EVulnerability superMissile, EVulnerability iceSpreader, EVulnerability waveBuster,
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EVulnerability flameThrower, EDeflectType deflected);
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EDeflectType GetDeflectionType(const CWeaponMode& mode) const;
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bool WeaponHurts(const CWeaponMode&, bool ignoreDirect) const;
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bool WeaponHits(const CWeaponMode& mode, bool checkDirect) const;
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EVulnerability GetVulnerability(const CWeaponMode& mode, bool ignoreDirect) const;
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static const CDamageVulnerability& NormalVulnerabilty() { return sNormalVulnerability; }
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static const CDamageVulnerability& ImmuneVulnerabilty() { return sImmuneVulnerability; }
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static const CDamageVulnerability& ReflectVulnerabilty() { return sReflectVulnerability; }
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static const CDamageVulnerability& PassThroughVulnerabilty() { return sPassThroughVulnerability; }
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};
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} // namespace urde
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