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