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Implement beam subclasses

This commit is contained in:
Jack Andersen
2017-09-06 17:55:31 -10:00
parent 361aa1512b
commit 0907c52ca3
18 changed files with 1080 additions and 91 deletions

View File

@@ -2,6 +2,7 @@
#define __URDE_CPHAZONBEAM_HPP__
#include "CGunWeapon.hpp"
#include "Graphics/Shaders/CAABoxShader.hpp"
namespace urde
{
@@ -9,28 +10,48 @@ namespace urde
class CPhazonBeam : public CGunWeapon
{
TCachedToken<CModel> x21c_phazonVeins;
std::unique_ptr<CModelData> x224_phazonVeinsData;
TCachedToken<CGenDescription> x228_phazon2nd1;
u32 x234_ = 0;
zeus::CAABox x238_;
zeus::CAABox x250_;
float x268_ = 0.f;
float x26c_ = 0.f;
float x270_ = 1.f;
bool x274_24 : 1;
bool x274_25 : 1;
bool x274_26 : 1;
bool x274_27 : 1;
float x278_ = 1.f / 3.f;
std::unique_ptr<CElementGen> x234_chargeFxGen;
zeus::CAABox x238_aaBoxScale;
zeus::CAABox x250_aaBoxTranslate;
float x268_clipWipeScale = 0.f;
float x26c_clipWipeTranslate = 0.f;
float x270_indirectAlpha = 1.f;
bool x274_24_loaded : 1;
bool x274_25_clipWipeActive : 1;
bool x274_26_veinsAlphaActive : 1;
bool x274_27_phazonVeinsIdx : 1;
float x278_fireTime = 1.f / 3.f;
mutable CAABoxShader m_aaboxShaderScale = {true};
mutable CAABoxShader m_aaboxShaderTranslate = {true};
void ReInitVariables();
void DrawClipScaleCube() const;
void DrawClipTranslateCube() const;
public:
CPhazonBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const zeus::CVector3f& scale);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
bool IsFiring() const { return x278_ < 1.f / 6.f; }
void SetX274_25(bool b) { x274_25 = b; }
void SetX274_26(bool b) { x274_26 = b; }
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
bool IsFiring() const { return x278_fireTime < 1.f / 6.f; }
void SetClipWipeActive(bool b) { x274_25_clipWipeActive = b; }
void SetVeinsAlphaActive(bool b) { x274_26_veinsAlphaActive = b; }
void StopBeam(CStateManager& mgr, bool b1);
void UpdateBeam(float dt, const zeus::CTransform& targetXf,
const zeus::CVector3f& localBeamPos, CStateManager& mgr);
void CreateBeam(CStateManager& mgr);
void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf);
void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
void Update(float dt, CStateManager& mgr);
void Load(CStateManager& mgr, bool subtypeBasePose);
void Unload(CStateManager& mgr);
bool IsLoaded() const;
void Draw(bool drawSuitArm, const CStateManager& mgr, const zeus::CTransform& xf,
const CModelFlags& flags, const CActorLights* lights) const;
void DrawMuzzleFx(const CStateManager& mgr) const;
};
}