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Implement beam subclasses
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@@ -8,16 +8,35 @@ namespace urde
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class CPowerBeam : public CGunWeapon
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{
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enum class ESmokeState
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{
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Inactive,
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Active,
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Done
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};
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TCachedToken<CGenDescription> x21c_shotSmoke;
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TCachedToken<CGenDescription> x228_power2nd1;
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std::unique_ptr<CElementGen> x234_shotSmokeGen;
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float x23c_ = 0.f;
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u32 x240_ = 0;
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std::unique_ptr<CElementGen> x238_power2ndGen;
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float x23c_smokeTimer = 0.f;
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ESmokeState x240_smokeState = ESmokeState::Inactive;
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bool x244_24 : 1;
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bool x244_25 : 1;
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bool x244_25_loaded : 1;
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void ReInitVariables();
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public:
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CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
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EMaterialTypes playerMaterial, const zeus::CVector3f& scale);
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void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
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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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