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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

@@ -9,21 +9,35 @@ namespace urde
class CPlasmaBeam : public CGunWeapon
{
TCachedToken<CGenDescription> x21c_plasma2nd1;
u32 x228_ = 0;
bool x22c_24 : 1;
bool x22c_25 : 1;
float x230_ = 0.f;
float x234_ = 0.f;
float x238_ = 0.f;
TAreaId x23c_ = kInvalidAreaId;
std::unique_ptr<CElementGen> x228_chargeFx;
bool x22c_24_loaded : 1;
bool x22c_25_worldLighingDim : 1;
float x230_fireShotDelayTimer = 0.f;
float x234_fireShotDelay = 0.f;
float x238_lightingResetDelayTimer = 0.f;
TAreaId x23c_stateArea = kInvalidAreaId;
void ReInitVariables();
void SetWorldLighting(CStateManager& mgr, TAreaId aid, float speed, float target);
public:
CPlasmaBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const zeus::CVector3f& scale);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
bool IsFiring() const { return x234_ > 0.f; }
void StopBeam(CStateManager& mgr, bool b1) {}
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
bool IsFiring() const { return x234_fireShotDelay > 0.f; }
void StopBeam(CStateManager& mgr, bool b1) { /* Empty */ }
void CreateBeam(CStateManager& mgr) { /* Empty */ }
void UpdateBeam(float dt, const zeus::CTransform& targetXf,
const zeus::CVector3f& localBeamPos, CStateManager& mgr) {}
const zeus::CVector3f& localBeamPos, CStateManager& mgr) { /* Empty */ }
void DeleteBeam(CStateManager& mgr);
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 EnableSecondaryFx(ESecondaryFxType type);
void Update(float dt, CStateManager& mgr);
void Load(CStateManager& mgr, bool subtypeBasePose);
void Unload(CStateManager& mgr);
bool IsLoaded() const;
};
}