metaforce/Runtime/Weapon/CGunController.cpp

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#include "CGunController.hpp"
2016-08-23 03:12:50 +00:00
#include "Character/CCharLayoutInfo.hpp"
#include "Character/CPASAnimParmData.hpp"
#include "CStateManager.hpp"
namespace urde
{
void CGunController::UnLoadFidget()
{
}
void CGunController::LoadFidgetAnimAsync(CStateManager &, s32, s32, s32)
{
}
void CGunController::GetFreeLookSetId() const
{
}
bool CGunController::IsFidgetLoaded() const
{
return false;
}
bool CGunController::IsComboOver() const
{
return true;
}
void CGunController::EnterFreeLook(CStateManager &, s32, s32)
{
}
void CGunController::EnterComboFire(CStateManager &, s32)
{
}
void CGunController::EnterFidget(CStateManager &, s32, s32, s32)
{
}
void CGunController::EnterStruck(CStateManager &, float)
{
}
void CGunController::EnterIdle(CStateManager &)
{
}
bool CGunController::Update(float dt, CStateManager& mgr)
{
CAnimData& animData = *x0_modelData.AnimationData();
switch (x50_gunState)
{
case EGunState::FreeLook:
{
x58_24_ = x4_freeLook.Update(animData, dt, mgr);
if (!x58_24_ || !x58_25_)
break;
EnterComboFire(mgr, x4_freeLook.xc_);
x58_24_ = false;
break;
}
case EGunState::ComboFire:
x58_24_ = x1c_comboFire.Update(animData, dt, mgr);
break;
case EGunState::Fidget:
x58_24_ = x30_fidget.Update(animData, dt, mgr);
break;
case EGunState::Six:
{
if (animData.IsAnimTimeRemaining(0.001f, "Whole Body"))
break;
x54_ = x4_freeLook.SetAnim(animData, x4_freeLook.xc_, x4_freeLook.x10_, 0, mgr, 0.f);
x50_gunState = EGunState::FreeLook;
break;
}
case EGunState::Seven:
x58_24_ = !animData.IsAnimTimeRemaining(0.001f, "Whole Body");
break;
default:
break;
}
if (!x58_24_)
return false;
x50_gunState = EGunState::Zero;
x58_25_ = false;
return true;
}
void CGunController::ReturnToDefault(CStateManager &, float)
{
}
void CGunController::ReturnToBasePosition(CStateManager& mgr, float)
{
const CPASDatabase& pasDatabase = x0_modelData.AnimationData()->GetCharacterInfo().GetPASDatabase();
std::pair<float, s32> anim =
pasDatabase.FindBestAnimation(CPASAnimParmData::NoParameters(6), *mgr.GetActiveRandom(), -1);
}
void CGunController::Reset()
{
x58_24_ = true;
x58_25_ = false;
x50_gunState = EGunState::Zero;
}
}