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https://github.com/AxioDL/metaforce.git
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Implement beam subclasses
This commit is contained in:
@@ -1,6 +1,7 @@
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#include "CWaveBeam.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CSimplePool.hpp"
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#include "CEnergyProjectile.hpp"
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namespace urde
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{
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@@ -13,8 +14,177 @@ CWaveBeam::CWaveBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
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x228_wave2nd1 = g_SimplePool->GetObj("Wave2nd_1");
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x234_wave2nd2 = g_SimplePool->GetObj("Wave2nd_2");
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x240_wave2nd3 = g_SimplePool->GetObj("Wave2nd_3");
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x258_24 = false;
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x258_25 = false;
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x258_24_loaded = false;
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x258_25_effectTimerActive = false;
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}
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void CWaveBeam::PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf)
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{
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if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None)
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{
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if (x254_chargeFx)
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x254_chargeFx->Render();
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if (x250_chargeElec)
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x250_chargeElec->Render();
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}
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CGunWeapon::PostRenderGunFx(mgr, xf);
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}
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void CWaveBeam::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf)
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{
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if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None)
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{
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if (x258_25_effectTimerActive && x24c_effectTimer < 0.f)
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{
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x1cc_enabledSecondaryEffect = ESecondaryFxType::None;
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x24c_effectTimer = 0.f;
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x258_25_effectTimerActive = false;
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}
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else
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{
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if (x254_chargeFx)
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{
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x254_chargeFx->SetGlobalTranslation(xf.origin);
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x254_chargeFx->SetGlobalOrientation(xf.getRotation());
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x254_chargeFx->Update(dt);
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}
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if (x250_chargeElec)
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{
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x250_chargeElec->SetGlobalTranslation(xf.origin);
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x250_chargeElec->SetGlobalOrientation(xf.getRotation());
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x250_chargeElec->Update(dt);
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}
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}
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if (x258_25_effectTimerActive && x24c_effectTimer > 0.f)
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x24c_effectTimer -= 0.f;
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}
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CGunWeapon::UpdateGunFx(shotSmoke, dt, mgr, xf);
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}
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static const float skShotAnglePitch = 120.f;
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static const u16 kSoundId[] = { 1801, 1845 };
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void CWaveBeam::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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if (chargeState == EChargeState::Charged)
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{
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CGunWeapon::Fire(underwater, dt, chargeState, xf, mgr, homingTarget, chargeFactor1, chargeFactor2);
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}
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else
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{
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float randAng = mgr.GetActiveRandom()->Float() * 360.f;
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auto& weaponDesc = x144_weapons[int(chargeState)];
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for (int i=0 ; i<3 ; ++i)
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{
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zeus::CTransform shotXf = xf * zeus::CTransform::RotateY(zeus::degToRad((randAng + i) * skShotAnglePitch));
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CEnergyProjectile* proj = new CEnergyProjectile(true, weaponDesc, x1c0_weaponType, shotXf,
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x1c8_playerMaterial, GetDamageInfo(mgr, chargeState, chargeFactor1),mgr.AllocateUniqueId(),
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kInvalidAreaId, x1c4_playerId, homingTarget, CWeapon::EProjectileAttrib::ArmCannon, underwater,
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zeus::CVector3f::skOne, {}, -1, false);
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mgr.AddObject(proj);
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proj->Think(dt, mgr);
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}
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}
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if (chargeState == EChargeState::Charged)
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x218_25_enableCharge = true;
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NWeaponTypes::play_sfx(kSoundId[int(chargeState)], underwater, false, 0.165f);
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CAnimPlaybackParms parms(skShootAnim[int(chargeState)], -1, 1.f, true);
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x10_solidModelData->AnimationData()->EnableLooping(false);
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x10_solidModelData->AnimationData()->SetAnimation(parms, false);
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}
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void CWaveBeam::EnableSecondaryFx(ESecondaryFxType type)
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{
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switch (type)
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{
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case ESecondaryFxType::None:
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x1cc_enabledSecondaryEffect = ESecondaryFxType::None;
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break;
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case ESecondaryFxType::CancelCharge:
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if (x1cc_enabledSecondaryEffect == ESecondaryFxType::None)
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break;
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default:
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if (x1cc_enabledSecondaryEffect != ESecondaryFxType::ToCombo)
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{
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auto& fx = type == ESecondaryFxType::Charge ? x228_wave2nd1 : x234_wave2nd2;
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x250_chargeElec = std::make_unique<CParticleElectric>(fx);
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x250_chargeElec->SetGlobalScale(x4_scale);
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}
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switch (type)
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{
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case ESecondaryFxType::Charge:
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x254_chargeFx.reset();
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break;
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case ESecondaryFxType::CancelCharge:
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if (x1cc_enabledSecondaryEffect != ESecondaryFxType::CancelCharge)
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{
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x258_25_effectTimerActive = true;
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x24c_effectTimer = 3.f;
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if (x254_chargeFx)
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x254_chargeFx->SetParticleEmission(false);
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}
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break;
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case ESecondaryFxType::ToCombo:
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x254_chargeFx = std::make_unique<CElementGen>(x240_wave2nd3, CElementGen::EModelOrientationType::Normal,
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CElementGen::EOptionalSystemFlags::One);
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x254_chargeFx->SetGlobalScale(x4_scale);
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x24c_effectTimer = 0.f;
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x258_25_effectTimerActive = true;
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default:
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break;
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}
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x1cc_enabledSecondaryEffect = type;
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}
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}
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void CWaveBeam::Update(float dt, CStateManager& mgr)
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{
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CGunWeapon::Update(dt, mgr);
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if (IsLoaded())
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return;
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if (CGunWeapon::IsLoaded() && !x258_24_loaded)
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{
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x258_24_loaded = x228_wave2nd1.IsLoaded() && x234_wave2nd2.IsLoaded() &&
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x240_wave2nd3.IsLoaded() && x21c_waveBeam.IsLoaded();
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}
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}
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void CWaveBeam::Load(CStateManager& mgr, bool subtypeBasePose)
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{
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CGunWeapon::Load(mgr, subtypeBasePose);
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x228_wave2nd1.Lock();
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x234_wave2nd2.Lock();
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x240_wave2nd3.Lock();
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x21c_waveBeam.Lock();
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}
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void CWaveBeam::ReInitVariables()
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{
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x24c_effectTimer = 0.f;
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x250_chargeElec.reset();
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x254_chargeFx.reset();
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x258_24_loaded = false;
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x258_25_effectTimerActive = false;
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x1cc_enabledSecondaryEffect = ESecondaryFxType::None;
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}
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void CWaveBeam::Unload(CStateManager& mgr)
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{
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CGunWeapon::Unload(mgr);
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x21c_waveBeam.Unlock();
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x240_wave2nd3.Unlock();
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x234_wave2nd2.Unlock();
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x228_wave2nd1.Unlock();
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ReInitVariables();
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}
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bool CWaveBeam::IsLoaded() const
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{
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return CGunWeapon::IsLoaded() && x258_24_loaded;
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}
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}
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