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https://github.com/AxioDL/metaforce.git
synced 2025-12-09 00:27:42 +00:00
Implement beam subclasses
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@@ -12,8 +12,161 @@ CIceBeam::CIceBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
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x21c_iceSmoke = g_SimplePool->GetObj("IceSmoke");
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x228_ice2nd1 = g_SimplePool->GetObj("Ice2nd_1");
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x234_ice2nd2 = g_SimplePool->GetObj("Ice2nd_2");
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x248_24 = false;
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x248_25 = false;
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x248_24_loaded = false;
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x248_25_inEndFx = false;
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}
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void CIceBeam::PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf)
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{
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// Empty
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}
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void CIceBeam::PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf)
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{
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bool subtractBlend = mgr.GetParticleFlags() == 0;
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if (subtractBlend)
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CElementGen::SetSubtractBlend(true);
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if (x240_smokeGen)
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x240_smokeGen->Render();
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if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None && x244_chargeFx)
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x244_chargeFx->Render();
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CGunWeapon::PostRenderGunFx(mgr, xf);
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if (subtractBlend)
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CElementGen::SetSubtractBlend(false);
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}
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void CIceBeam::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf)
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{
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if (x240_smokeGen)
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{
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zeus::CTransform beamLoc = x10_solidModelData->GetScaledLocatorTransform("LBEAM");
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x240_smokeGen->SetTranslation(beamLoc.origin);
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x240_smokeGen->SetOrientation(beamLoc.getRotation());
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x240_smokeGen->Update(dt);
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}
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if (x244_chargeFx)
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{
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if (x248_25_inEndFx && x244_chargeFx->IsSystemDeletable())
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{
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x1cc_enabledSecondaryEffect = ESecondaryFxType::None;
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x244_chargeFx.reset();
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}
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if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None)
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{
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if (x248_25_inEndFx)
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{
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x244_chargeFx->SetTranslation(xf.origin);
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x244_chargeFx->SetOrientation(xf.getRotation());
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}
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else
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{
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x244_chargeFx->SetGlobalOrientAndTrans(xf);
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}
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x244_chargeFx->Update(dt);
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}
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}
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CGunWeapon::UpdateGunFx(shotSmoke, dt, mgr, xf);
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}
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static const u16 kSoundId[] = { 1797, 1776 };
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void CIceBeam::Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
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CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2)
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{
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CGunWeapon::Fire(underwater, dt, chargeState, xf, mgr, homingTarget, chargeFactor1, chargeFactor2);
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NWeaponTypes::play_sfx(kSoundId[int(chargeState)], underwater, false, 0.165f);
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}
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void CIceBeam::EnableFx(bool enable)
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{
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if (x240_smokeGen)
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x240_smokeGen->SetParticleEmission(enable);
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}
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void CIceBeam::EnableSecondaryFx(ESecondaryFxType type)
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{
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switch (type)
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{
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case ESecondaryFxType::CancelCharge:
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case ESecondaryFxType::None:
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if (x1cc_enabledSecondaryEffect == ESecondaryFxType::None)
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break;
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default:
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switch (type)
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{
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case ESecondaryFxType::None:
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case ESecondaryFxType::ToCombo:
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case ESecondaryFxType::CancelCharge:
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if (!x248_25_inEndFx)
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{
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x244_chargeFx = std::make_unique<CElementGen>(x234_ice2nd2, CElementGen::EModelOrientationType::Normal,
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CElementGen::EOptionalSystemFlags::One);
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x244_chargeFx->SetGlobalScale(x4_scale);
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x248_25_inEndFx = true;
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x1cc_enabledSecondaryEffect = ESecondaryFxType::CancelCharge;
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}
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break;
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case ESecondaryFxType::Charge:
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x244_chargeFx = std::make_unique<CElementGen>(x228_ice2nd1, CElementGen::EModelOrientationType::Normal,
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CElementGen::EOptionalSystemFlags::One);
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x244_chargeFx->SetGlobalScale(x4_scale);
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x248_25_inEndFx = false;
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x1cc_enabledSecondaryEffect = type;
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break;
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}
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break;
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}
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}
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void CIceBeam::Update(float dt, CStateManager& mgr)
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{
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CGunWeapon::Update(dt, mgr);
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if (!x248_24_loaded)
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{
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x248_24_loaded = x21c_iceSmoke.IsLoaded() && x228_ice2nd1.IsLoaded() && x234_ice2nd2.IsLoaded();
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if (x248_24_loaded)
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{
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x240_smokeGen = std::make_unique<CElementGen>(x21c_iceSmoke, CElementGen::EModelOrientationType::Normal,
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CElementGen::EOptionalSystemFlags::One);
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x240_smokeGen->SetGlobalScale(x4_scale);
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x240_smokeGen->SetParticleEmission(false);
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}
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}
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}
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void CIceBeam::Load(CStateManager& mgr, bool subtypeBasePose)
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{
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CGunWeapon::Load(mgr, subtypeBasePose);
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x21c_iceSmoke.Lock();
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x228_ice2nd1.Lock();
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x234_ice2nd2.Lock();
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x248_25_inEndFx = false;
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}
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void CIceBeam::ReInitVariables()
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{
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x240_smokeGen.reset();
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x244_chargeFx.reset();
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x248_24_loaded = false;
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x248_25_inEndFx = false;
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x1cc_enabledSecondaryEffect = ESecondaryFxType::None;
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}
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void CIceBeam::Unload(CStateManager& mgr)
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{
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CGunWeapon::Unload(mgr);
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x234_ice2nd2.Unlock();
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x228_ice2nd1.Unlock();
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x21c_iceSmoke.Unlock();
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ReInitVariables();
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}
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bool CIceBeam::IsLoaded() const
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{
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return CGunWeapon::IsLoaded() && x248_24_loaded;
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}
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}
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