mirror of https://github.com/AxioDL/metaforce.git
Additional CPlayerGun implementations; downcast macro for tweak pointers
This commit is contained in:
parent
86ada63867
commit
1f7e8e1033
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@ -87,80 +87,80 @@ struct ITweakPlayerRes : ITweak
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void ResolveResources(const urde::IFactory& factory)
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{
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x4_saveStationIcon = factory.GetResourceIdByName(GetSaveStationIcon().c_str())->id;
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x8_missileStationIcon = factory.GetResourceIdByName(GetMissileStationIcon().c_str())->id;
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xc_elevatorIcon = factory.GetResourceIdByName(GetElevatorIcon().c_str())->id;
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x4_saveStationIcon = factory.GetResourceIdByName(_GetSaveStationIcon().c_str())->id;
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x8_missileStationIcon = factory.GetResourceIdByName(_GetMissileStationIcon().c_str())->id;
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xc_elevatorIcon = factory.GetResourceIdByName(_GetElevatorIcon().c_str())->id;
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x10_minesBreakFirstTopIcon = factory.GetResourceIdByName(GetMinesBreakFirstTopIcon().c_str())->id;
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x14_minesBreakFirstBottomIcon = factory.GetResourceIdByName(GetMinesBreakFirstTopIcon().c_str())->id;
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x18_minesBreakSecondTopIcon = factory.GetResourceIdByName(GetMinesBreakFirstTopIcon().c_str())->id;
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x1c_minesBreakSecondBottomIcon = factory.GetResourceIdByName(GetMinesBreakFirstTopIcon().c_str())->id;
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x10_minesBreakFirstTopIcon = factory.GetResourceIdByName(_GetMinesBreakFirstTopIcon().c_str())->id;
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x14_minesBreakFirstBottomIcon = factory.GetResourceIdByName(_GetMinesBreakFirstTopIcon().c_str())->id;
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x18_minesBreakSecondTopIcon = factory.GetResourceIdByName(_GetMinesBreakFirstTopIcon().c_str())->id;
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x1c_minesBreakSecondBottomIcon = factory.GetResourceIdByName(_GetMinesBreakFirstTopIcon().c_str())->id;
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for (int i=0 ; i<9 ; ++i)
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x24_lStick[i] = factory.GetResourceIdByName(GetLStick(i).c_str())->id;
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x24_lStick[i] = factory.GetResourceIdByName(_GetLStick(i).c_str())->id;
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for (int i=0 ; i<9 ; ++i)
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x4c_cStick[i] = factory.GetResourceIdByName(GetCStick(i).c_str())->id;
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x4c_cStick[i] = factory.GetResourceIdByName(_GetCStick(i).c_str())->id;
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for (int i=0 ; i<2 ; ++i)
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x74_lTrigger[i] = factory.GetResourceIdByName(GetLTrigger(i).c_str())->id;
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x74_lTrigger[i] = factory.GetResourceIdByName(_GetLTrigger(i).c_str())->id;
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for (int i=0 ; i<2 ; ++i)
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x80_rTrigger[i] = factory.GetResourceIdByName(GetRTrigger(i).c_str())->id;
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x80_rTrigger[i] = factory.GetResourceIdByName(_GetRTrigger(i).c_str())->id;
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for (int i=0 ; i<2 ; ++i)
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x8c_startButton[i] = factory.GetResourceIdByName(GetStartButton(i).c_str())->id;
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x8c_startButton[i] = factory.GetResourceIdByName(_GetStartButton(i).c_str())->id;
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for (int i=0 ; i<2 ; ++i)
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x98_aButton[i] = factory.GetResourceIdByName(GetAButton(i).c_str())->id;
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x98_aButton[i] = factory.GetResourceIdByName(_GetAButton(i).c_str())->id;
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for (int i=0 ; i<2 ; ++i)
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xa4_bButton[i] = factory.GetResourceIdByName(GetBButton(i).c_str())->id;
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xa4_bButton[i] = factory.GetResourceIdByName(_GetBButton(i).c_str())->id;
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for (int i=0 ; i<2 ; ++i)
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xb0_xButton[i] = factory.GetResourceIdByName(GetXButton(i).c_str())->id;
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xb0_xButton[i] = factory.GetResourceIdByName(_GetXButton(i).c_str())->id;
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for (int i=0 ; i<2 ; ++i)
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xbc_yButton[i] = factory.GetResourceIdByName(GetYButton(i).c_str())->id;
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xbc_yButton[i] = factory.GetResourceIdByName(_GetYButton(i).c_str())->id;
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xc4_ballTransitionsANCS = factory.GetResourceIdByName(GetBallTransitionsANCS().c_str())->id;
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xc4_ballTransitionsANCS = factory.GetResourceIdByName(_GetBallTransitionsANCS().c_str())->id;
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for (int i=0 ; i<5 ; ++i)
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xc8_ballTransitions[i] = factory.GetResourceIdByName(GetBallTransitionBeamRes(i).c_str())->id;
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xc8_ballTransitions[i] = factory.GetResourceIdByName(_GetBallTransitionBeamRes(i).c_str())->id;
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for (int i=0 ; i<5 ; ++i)
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xc8_cineGun[i] = factory.GetResourceIdByName(GetBeamCineModel(i).c_str())->id;
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xc8_cineGun[i] = factory.GetResourceIdByName(_GetBeamCineModel(i).c_str())->id;
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xf0_unkFloat = GetUnkFloat();
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xf0_unkFloat = _GetUnkFloat();
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}
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protected:
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virtual const std::string& GetSaveStationIcon() const=0;
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virtual const std::string& GetMissileStationIcon() const=0;
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virtual const std::string& GetElevatorIcon() const=0;
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virtual const std::string& _GetSaveStationIcon() const=0;
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virtual const std::string& _GetMissileStationIcon() const=0;
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virtual const std::string& _GetElevatorIcon() const=0;
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virtual const std::string& GetMinesBreakFirstTopIcon() const=0;
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virtual const std::string& GetMinesBreakFirstBottomIcon() const=0;
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virtual const std::string& GetMinesBreakSecondTopIcon() const=0;
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virtual const std::string& GetMinesBreakSecondBottomIcon() const=0;
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virtual const std::string& _GetMinesBreakFirstTopIcon() const=0;
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virtual const std::string& _GetMinesBreakFirstBottomIcon() const=0;
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virtual const std::string& _GetMinesBreakSecondTopIcon() const=0;
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virtual const std::string& _GetMinesBreakSecondBottomIcon() const=0;
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virtual const std::string& GetLStick(size_t idx) const=0;
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virtual const std::string& GetCStick(size_t idx) const=0;
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virtual const std::string& _GetLStick(size_t idx) const=0;
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virtual const std::string& _GetCStick(size_t idx) const=0;
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virtual const std::string& GetLTrigger(size_t idx) const=0;
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virtual const std::string& GetRTrigger(size_t idx) const=0;
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virtual const std::string& GetStartButton(size_t idx) const=0;
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virtual const std::string& GetAButton(size_t idx) const=0;
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virtual const std::string& GetBButton(size_t idx) const=0;
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virtual const std::string& GetXButton(size_t idx) const=0;
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virtual const std::string& GetYButton(size_t idx) const=0;
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virtual const std::string& _GetLTrigger(size_t idx) const=0;
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virtual const std::string& _GetRTrigger(size_t idx) const=0;
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virtual const std::string& _GetStartButton(size_t idx) const=0;
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virtual const std::string& _GetAButton(size_t idx) const=0;
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virtual const std::string& _GetBButton(size_t idx) const=0;
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virtual const std::string& _GetXButton(size_t idx) const=0;
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virtual const std::string& _GetYButton(size_t idx) const=0;
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virtual const std::string& GetBallTransitionsANCS() const=0;
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virtual const std::string& _GetBallTransitionsANCS() const=0;
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virtual const std::string& GetBallTransitionBeamRes(size_t idx) const=0;
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virtual const std::string& GetBeamCineModel(size_t idx) const=0;
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virtual const std::string& _GetBallTransitionBeamRes(size_t idx) const=0;
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virtual const std::string& _GetBeamCineModel(size_t idx) const=0;
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virtual float GetUnkFloat() const=0;
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virtual float _GetUnkFloat() const=0;
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};
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}
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@ -8,7 +8,7 @@ namespace DataSpec
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{
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namespace DNAMP1
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{
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struct CTweakAutoMapper : public ITweakAutoMapper
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struct CTweakAutoMapper final : public ITweakAutoMapper
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{
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DECL_YAML
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Value<bool> x4_24_showOneMiniMapArea : 1;
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@ -8,7 +8,7 @@ namespace DataSpec
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{
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namespace DNAMP1
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{
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struct CTweakBall : public ITweakBall
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struct CTweakBall final : public ITweakBall
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{
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DECL_YAML
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Delete __d;
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@ -8,7 +8,7 @@ namespace DataSpec
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namespace DNAMP1
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{
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struct CTweakGame : ITweakGame
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struct CTweakGame final : ITweakGame
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{
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DECL_YAML
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String<-1> x4_worldPrefix;
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@ -7,7 +7,7 @@ namespace DataSpec
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{
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namespace DNAMP1
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{
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struct CTweakGui : ITweakGui
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struct CTweakGui final : ITweakGui
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{
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DECL_YAML
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Value<bool> x4_;
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@ -7,7 +7,7 @@ namespace DataSpec
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{
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namespace DNAMP1
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{
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struct CTweakGuiColors : public ITweakGuiColors
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struct CTweakGuiColors final : public ITweakGuiColors
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{
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DECL_YAML
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DNAColor x4_pauseBlurFilterColor;
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@ -8,7 +8,7 @@ namespace DataSpec
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namespace DNAMP1
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{
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struct CTweakGunRes : ITweakGunRes
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struct CTweakGunRes final : ITweakGunRes
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{
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DECL_YAML
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@ -8,7 +8,7 @@ namespace DataSpec
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namespace DNAMP1
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{
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struct CTweakParticle : ITweakParticle
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struct CTweakParticle final : ITweakParticle
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{
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DECL_YAML
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String<-1> m_particle;
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@ -8,7 +8,7 @@ namespace DataSpec
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namespace DNAMP1
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{
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struct CTweakPlayer : ITweakPlayer
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struct CTweakPlayer final : ITweakPlayer
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{
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Delete _d;
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Value<float> x4_maxTranslationalAcceleration[8];
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@ -8,7 +8,7 @@ namespace DataSpec
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namespace DNAMP1
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{
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struct CTweakPlayerControl : ITweakPlayerControl
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struct CTweakPlayerControl final : ITweakPlayerControl
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{
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DECL_YAML
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Vector<atUint32, DNA_COUNT(67)> m_mappings;
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@ -8,7 +8,7 @@ namespace DataSpec
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namespace DNAMP1
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{
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struct CTweakPlayerGun : ITweakPlayerGun
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struct CTweakPlayerGun final : ITweakPlayerGun
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{
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DECL_YAML
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Value<float> x4_upLookAngle;
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@ -8,7 +8,7 @@ namespace DataSpec
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namespace DNAMP1
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{
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struct CTweakPlayerRes : ITweakPlayerRes
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struct CTweakPlayerRes final : ITweakPlayerRes
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{
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DECL_YAML
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@ -72,32 +72,32 @@ struct CTweakPlayerRes : ITweakPlayerRes
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Value<float> m_unkFloat;
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const std::string& GetSaveStationIcon() const { return m_saveStationIcon; }
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const std::string& GetMissileStationIcon() const { return m_missileStationIcon; }
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const std::string& GetElevatorIcon() const { return m_elevatorIcon; }
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const std::string& _GetSaveStationIcon() const { return m_saveStationIcon; }
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const std::string& _GetMissileStationIcon() const { return m_missileStationIcon; }
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const std::string& _GetElevatorIcon() const { return m_elevatorIcon; }
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const std::string& GetMinesBreakFirstTopIcon() const { return m_minesBreakFirstTopIcon; }
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const std::string& GetMinesBreakFirstBottomIcon() const { return m_minesBreakFirstBottomIcon; }
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const std::string& GetMinesBreakSecondTopIcon() const { return m_minesBreakSecondTopIcon; }
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const std::string& GetMinesBreakSecondBottomIcon() const { return m_minesBreakSecondBottomIcon; }
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const std::string& _GetMinesBreakFirstTopIcon() const { return m_minesBreakFirstTopIcon; }
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const std::string& _GetMinesBreakFirstBottomIcon() const { return m_minesBreakFirstBottomIcon; }
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const std::string& _GetMinesBreakSecondTopIcon() const { return m_minesBreakSecondTopIcon; }
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const std::string& _GetMinesBreakSecondBottomIcon() const { return m_minesBreakSecondBottomIcon; }
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const std::string& GetLStick(size_t idx) const { return (&m_lStickN)[idx]; }
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const std::string& GetCStick(size_t idx) const { return (&m_cStickN)[idx]; }
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const std::string& _GetLStick(size_t idx) const { return (&m_lStickN)[idx]; }
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const std::string& _GetCStick(size_t idx) const { return (&m_cStickN)[idx]; }
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const std::string& GetLTrigger(size_t idx) const { return (&m_lTriggerOut)[idx]; }
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const std::string& GetRTrigger(size_t idx) const { return (&m_rTriggerOut)[idx]; }
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const std::string& GetStartButton(size_t idx) const { return (&m_startButtonOut)[idx]; }
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const std::string& GetAButton(size_t idx) const { return (&m_aButtonOut)[idx]; }
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const std::string& GetBButton(size_t idx) const { return (&m_bButtonOut)[idx]; }
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const std::string& GetXButton(size_t idx) const { return (&m_xButtonOut)[idx]; }
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const std::string& GetYButton(size_t idx) const { return (&m_yButtonOut)[idx]; }
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const std::string& _GetLTrigger(size_t idx) const { return (&m_lTriggerOut)[idx]; }
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const std::string& _GetRTrigger(size_t idx) const { return (&m_rTriggerOut)[idx]; }
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const std::string& _GetStartButton(size_t idx) const { return (&m_startButtonOut)[idx]; }
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const std::string& _GetAButton(size_t idx) const { return (&m_aButtonOut)[idx]; }
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const std::string& _GetBButton(size_t idx) const { return (&m_bButtonOut)[idx]; }
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const std::string& _GetXButton(size_t idx) const { return (&m_xButtonOut)[idx]; }
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const std::string& _GetYButton(size_t idx) const { return (&m_yButtonOut)[idx]; }
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const std::string& GetBallTransitionsANCS() const { return m_ballTransitionsANCS; }
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const std::string& _GetBallTransitionsANCS() const { return m_ballTransitionsANCS; }
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const std::string& GetBallTransitionBeamRes(size_t idx) const { return (&m_ballTransitionsPower)[idx]; }
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const std::string& GetBeamCineModel(size_t idx) const { return (&m_cinePower)[idx]; }
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const std::string& _GetBallTransitionBeamRes(size_t idx) const { return (&m_ballTransitionsPower)[idx]; }
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const std::string& _GetBeamCineModel(size_t idx) const { return (&m_cinePower)[idx]; }
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float GetUnkFloat() const { return m_unkFloat; }
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float _GetUnkFloat() const { return m_unkFloat; }
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CTweakPlayerRes() = default;
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CTweakPlayerRes(athena::io::IStreamReader& in) { read(in); }
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@ -9,7 +9,7 @@ namespace DataSpec
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namespace DNAMP1
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{
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struct CTweakSlideShow : ITweakSlideShow
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struct CTweakSlideShow final : ITweakSlideShow
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{
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DECL_YAML
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@ -7,7 +7,7 @@ namespace DataSpec
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{
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namespace DNAMP1
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{
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struct CTweakTargeting : public ITweakTargeting
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struct CTweakTargeting final : public ITweakTargeting
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{
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DECL_YAML
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Value<atUint32> x4_;
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@ -95,10 +95,6 @@ public:
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Phazon = 27
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};
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enum class EChargeState : u32
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{
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};
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private:
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static const u32 PowerUpMaxValues[41];
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@ -1,5 +1,24 @@
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#ifndef __URDE_GAMEGLOBALOBJECTS_HPP__
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#define __URDE_GAMEGLOBALOBJECTS_HPP__
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#define USE_DOWNCAST_TWEAKS 1
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#if USE_DOWNCAST_TWEAKS
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#include "../DataSpec/DNAMP1/Tweaks/CTweakGame.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakPlayer.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakPlayerControl.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakPlayerGun.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakGunRes.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakPlayerRes.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakGui.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakSlideShow.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakGui.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakTargeting.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakAutoMapper.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakParticle.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakBall.hpp"
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#include "../DataSpec/DNAMP1/Tweaks/CTweakGuiColors.hpp"
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#else
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#include "../DataSpec/DNACommon/Tweaks/ITweakGame.hpp"
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#include "../DataSpec/DNACommon/Tweaks/ITweakPlayer.hpp"
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#include "../DataSpec/DNACommon/Tweaks/ITweakPlayerControl.hpp"
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#include "../DataSpec/DNACommon/Tweaks/ITweakParticle.hpp"
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#include "../DataSpec/DNACommon/Tweaks/ITweakBall.hpp"
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#include "../DataSpec/DNACommon/Tweaks/ITweakGuiColors.hpp"
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#endif
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namespace urde
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{
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@ -33,6 +53,21 @@ extern class CBooRenderer* g_Renderer;
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extern class CStringTable* g_MainStringTable;
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extern class CInputGenerator* g_InputGenerator;
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#if USE_DOWNCAST_TWEAKS
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using ITweakGame = DataSpec::DNAMP1::CTweakGame;
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using ITweakPlayer = DataSpec::DNAMP1::CTweakPlayer;
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using ITweakPlayerRes = DataSpec::DNAMP1::CTweakPlayerRes;
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using ITweakPlayerControl = DataSpec::DNAMP1::CTweakPlayerControl;
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using ITweakPlayerGun = DataSpec::DNAMP1::CTweakPlayerGun;
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using ITweakGunRes = DataSpec::DNAMP1::CTweakGunRes;
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using ITweakTargeting = DataSpec::DNAMP1::CTweakTargeting;
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using ITweakAutoMapper = DataSpec::DNAMP1::CTweakAutoMapper;
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using ITweakGui = DataSpec::DNAMP1::CTweakGui;
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using ITweakSlideShow = DataSpec::DNAMP1::CTweakSlideShow;
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using ITweakParticle = DataSpec::DNAMP1::CTweakParticle;
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using ITweakBall = DataSpec::DNAMP1::CTweakBall;
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using ITweakGuiColors = DataSpec::DNAMP1::CTweakGuiColors;
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#else
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using ITweakGame = DataSpec::ITweakGame;
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using ITweakPlayer = DataSpec::ITweakPlayer;
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using ITweakPlayerRes = DataSpec::ITweakPlayerRes;
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@ -46,6 +81,7 @@ using ITweakSlideShow = DataSpec::ITweakSlideShow;
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using ITweakParticle = DataSpec::ITweakParticle;
|
||||
using ITweakBall = DataSpec::ITweakBall;
|
||||
using ITweakGuiColors = DataSpec::ITweakGuiColors;
|
||||
#endif
|
||||
|
||||
extern ITweakGame* g_tweakGame;
|
||||
extern ITweakPlayer* g_tweakPlayer;
|
||||
|
|
|
@ -431,7 +431,7 @@ void CSamusHud::UpdateFreeLook(float dt, const CStateManager& mgr)
|
|||
TCastToConstPtr<CFirstPersonCamera> fpCam = mgr.GetCameraManager()->GetCurrentCamera(mgr);
|
||||
CPlayer& player = mgr.GetPlayer();
|
||||
bool inFreeLook = player.IsInFreeLook() && fpCam;
|
||||
bool lookControlHeld = player.IsLookControlHeld();
|
||||
bool lookControlHeld = player.GetFreeLookStickState();
|
||||
if (x2e0_24_inFreeLook != inFreeLook)
|
||||
{
|
||||
if (inFreeLook)
|
||||
|
@ -1527,7 +1527,7 @@ void CSamusHud::DrawAttachedEnemyEffect(const CStateManager& mgr) const
|
|||
}
|
||||
else
|
||||
{
|
||||
float halfModPeriod = 0.5 * modPeriod;
|
||||
float halfModPeriod = 0.5f * modPeriod;
|
||||
float tmp = std::fabs(std::fmod(drainTime, modPeriod));
|
||||
if (tmp < halfModPeriod)
|
||||
alpha = tmp / halfModPeriod;
|
||||
|
|
|
@ -0,0 +1,19 @@
|
|||
#include "CBomb.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
||||
CBomb::CBomb(const TToken<CGenDescription>& particle1, const TToken<CGenDescription>& particle2,
|
||||
TUniqueId uid, TAreaId aid, TUniqueId playerId, float f1,
|
||||
const zeus::CTransform& xf, const CDamageInfo& dInfo)
|
||||
: CWeapon(uid, aid, true, playerId, EWeaponType::Bomb, "Bomb", xf,
|
||||
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid, EMaterialTypes::Trigger,
|
||||
EMaterialTypes::NonSolidDamageable},
|
||||
{EMaterialTypes::Projectile, EMaterialTypes::Bomb}),
|
||||
{EMaterialTypes::Projectile, EMaterialTypes::Bomb}, dInfo, EProjectileAttrib::Bombs,
|
||||
CModelData::CModelDataNull())
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,20 @@
|
|||
#ifndef __URDE_CBOMB_HPP__
|
||||
#define __URDE_CBOMB_HPP__
|
||||
|
||||
#include "CWeapon.hpp"
|
||||
#include "CToken.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
||||
class CBomb : public CWeapon
|
||||
{
|
||||
public:
|
||||
CBomb(const TToken<CGenDescription>& particle1, const TToken<CGenDescription>& particle2,
|
||||
TUniqueId uid, TAreaId aid, TUniqueId playerId, float f1,
|
||||
const zeus::CTransform& xf, const CDamageInfo& dInfo);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CBOMB_HPP__
|
|
@ -3,10 +3,20 @@
|
|||
namespace urde
|
||||
{
|
||||
|
||||
CFidget::EState CFidget::Update(int fire, bool bobbing, bool b1, float dt, CStateManager& mgr)
|
||||
{
|
||||
return EState::Zero;
|
||||
}
|
||||
|
||||
void CFidget::ResetMinor()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CFidget::ResetAll()
|
||||
{
|
||||
x0_state = EState::Zero;
|
||||
x4_ = -1;
|
||||
x4_type = SamusGun::EFidgetType::Invalid;
|
||||
x18_ = 0.f;
|
||||
x1c_ = 0.f;
|
||||
x14_ = 0.f;
|
||||
|
@ -14,9 +24,9 @@ void CFidget::ResetAll()
|
|||
x28_ = 0.f;
|
||||
x2c_ = 0.f;
|
||||
x8_ = 0;
|
||||
xc_ = -1;
|
||||
xc_parm2 = -1;
|
||||
x10_ = 3;
|
||||
x34_24_ = false;
|
||||
x34_24_loading = false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,9 +2,11 @@
|
|||
#define __URDE_CFIDGET_HPP__
|
||||
|
||||
#include "RetroTypes.hpp"
|
||||
#include "CGunMotion.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
class CStateManager;
|
||||
|
||||
class CFidget
|
||||
{
|
||||
|
@ -22,9 +24,9 @@ public:
|
|||
};
|
||||
private:
|
||||
EState x0_state = EState::Zero;
|
||||
s32 x4_ = -1;
|
||||
SamusGun::EFidgetType x4_type = SamusGun::EFidgetType::Invalid;
|
||||
u32 x8_ = 0;
|
||||
s32 xc_ = -1;
|
||||
s32 xc_parm2 = -1;
|
||||
u32 x10_ = 3;
|
||||
float x14_ = 0.f;
|
||||
float x18_ = 0.f;
|
||||
|
@ -34,10 +36,15 @@ private:
|
|||
float x28_ = 0.f;
|
||||
float x2c_ = 0.f;
|
||||
float x30_ = 105.f;
|
||||
bool x34_24_ = false;
|
||||
bool x34_24_loading = false;
|
||||
public:
|
||||
EState GetState() const { return x0_state; }
|
||||
SamusGun::EFidgetType GetType() const { return x4_type; }
|
||||
s32 GetParm2() const { return xc_parm2; }
|
||||
EState Update(int fire, bool bobbing, bool b1, float dt, CStateManager& mgr);
|
||||
void ResetMinor();
|
||||
void ResetAll();
|
||||
void DoneLoading() { x34_24_loading = false; }
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -11,14 +11,14 @@ bool CGSFidget::Update(CAnimData& data, float dt, CStateManager& mgr)
|
|||
return !data.IsAnimTimeRemaining(0.001f, "Whole Body");
|
||||
}
|
||||
|
||||
s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr)
|
||||
s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 gunId, s32 parm2, CStateManager& mgr)
|
||||
{
|
||||
const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
|
||||
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(parm1),
|
||||
CPASAnimParm::FromEnum(parm2));
|
||||
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(gunId),
|
||||
CPASAnimParm::FromInt32(parm2));
|
||||
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
|
||||
bool loop = pas.GetAnimState(1)->GetAnimParmData(anim.second, 3).GetBoolValue();
|
||||
x14_parm1 = parm1;
|
||||
x14_gunId = gunId;
|
||||
x18_parm2 = parm2;
|
||||
if (anim.second != -1)
|
||||
{
|
||||
|
@ -30,10 +30,10 @@ s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateMa
|
|||
return anim.second;
|
||||
}
|
||||
|
||||
void CGSFidget::LoadAnimAsync(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr)
|
||||
void CGSFidget::LoadAnimAsync(CAnimData& data, s32 type, s32 gunId, s32 parm2, CStateManager& mgr)
|
||||
{
|
||||
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(parm1),
|
||||
CPASAnimParm::FromEnum(parm2));
|
||||
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(gunId),
|
||||
CPASAnimParm::FromInt32(parm2));
|
||||
auto anim = data.GetCharacterInfo().GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
|
||||
if (anim.second != -1)
|
||||
NWeaponTypes::get_token_vector(data, anim.second, x0_anims, true);
|
||||
|
|
|
@ -12,12 +12,12 @@ class CGSFidget
|
|||
{
|
||||
std::vector<CToken> x0_anims;
|
||||
s32 x10_ = -1;
|
||||
s32 x14_parm1 = -1;
|
||||
s32 x14_gunId = -1;
|
||||
s32 x18_parm2 = -1;
|
||||
public:
|
||||
bool Update(CAnimData& data, float dt, CStateManager& mgr);
|
||||
s32 SetAnim(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr);
|
||||
void LoadAnimAsync(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr);
|
||||
s32 SetAnim(CAnimData& data, s32 type, s32 gunId, s32 parm2, CStateManager& mgr);
|
||||
void LoadAnimAsync(CAnimData& data, s32 type, s32 gunId, s32 parm2, CStateManager& mgr);
|
||||
void UnLoadAnim();
|
||||
bool IsAnimLoaded() const;
|
||||
};
|
||||
|
|
|
@ -61,6 +61,16 @@ void CGrappleArm::EnterIdle(CStateManager& mgr)
|
|||
|
||||
}
|
||||
|
||||
void CGrappleArm::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 parm2)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CGrappleArm::EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CGrappleArm::ReturnToDefault(CStateManager& mgr, float f1, bool b1)
|
||||
{
|
||||
|
||||
|
|
|
@ -6,6 +6,7 @@
|
|||
#include "Character/CModelData.hpp"
|
||||
#include "CStateManager.hpp"
|
||||
#include "CGunController.hpp"
|
||||
#include "CGunMotion.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
@ -66,6 +67,8 @@ public:
|
|||
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
|
||||
void EnterStruck(CStateManager& mgr, float angle, bool attack, bool b2);
|
||||
void EnterIdle(CStateManager& mgr);
|
||||
void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 parm2);
|
||||
void EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr);
|
||||
void ReturnToDefault(CStateManager& mgr, float f1, bool b1);
|
||||
CGunController* GunController() { return x328_gunController.get(); }
|
||||
};
|
||||
|
|
|
@ -6,14 +6,14 @@
|
|||
namespace urde
|
||||
{
|
||||
|
||||
void CGunController::LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 parm1, s32 parm2)
|
||||
void CGunController::LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 parm2)
|
||||
{
|
||||
x30_fidget.LoadAnimAsync(*x0_modelData.AnimationData(), type, parm1, parm2, mgr);
|
||||
x30_fidget.LoadAnimAsync(*x0_modelData.AnimationData(), type, gunId, parm2, mgr);
|
||||
}
|
||||
|
||||
void CGunController::EnterFidget(CStateManager& mgr, s32 type, s32 parm1, s32 parm2)
|
||||
void CGunController::EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 parm2)
|
||||
{
|
||||
x54_curAnimId = x30_fidget.SetAnim(*x0_modelData.AnimationData(), type, parm1, parm2, mgr);
|
||||
x54_curAnimId = x30_fidget.SetAnim(*x0_modelData.AnimationData(), type, gunId, parm2, mgr);
|
||||
x50_gunState = EGunState::Fidget;
|
||||
}
|
||||
|
||||
|
|
|
@ -40,8 +40,8 @@ public:
|
|||
}
|
||||
|
||||
void UnLoadFidget() { x30_fidget.UnLoadAnim(); }
|
||||
void LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 parm1, s32 parm2);
|
||||
void EnterFidget(CStateManager& mgr, s32 type, s32 parm1, s32 parm2);
|
||||
void LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 parm2);
|
||||
void EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 parm2);
|
||||
bool IsFidgetLoaded() const { return x30_fidget.IsAnimLoaded(); }
|
||||
s32 GetFreeLookSetId() const { return x4_freeLook.GetSetId(); }
|
||||
bool IsComboOver() const { return x1c_comboFire.IsComboOver(); }
|
||||
|
|
|
@ -10,7 +10,7 @@ CGunMotion::CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale)
|
|||
: x0_modelData(CAnimRes(ancsId, 0, scale, 0, false), 1),
|
||||
x4c_gunController(x0_modelData)
|
||||
{
|
||||
xb8_24_inFidget = false;
|
||||
xb8_24_animPlaying = false;
|
||||
LoadAnimations();
|
||||
}
|
||||
|
||||
|
@ -84,7 +84,7 @@ void CGunMotion::BasePosition(bool bigStrikeReset)
|
|||
|
||||
void CGunMotion::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
|
||||
{
|
||||
xb8_24_inFidget = true;
|
||||
xb8_24_animPlaying = true;
|
||||
x4c_gunController.EnterFidget(mgr, s32(type), 0, parm2);
|
||||
}
|
||||
|
||||
|
@ -92,7 +92,7 @@ void CGunMotion::Update(float dt, CStateManager& mgr)
|
|||
{
|
||||
x0_modelData.AdvanceAnimation(dt, mgr, kInvalidAreaId, true);
|
||||
if (x4c_gunController.Update(dt, mgr))
|
||||
xb8_24_inFidget = false;
|
||||
xb8_24_animPlaying = false;
|
||||
}
|
||||
|
||||
void CGunMotion::Draw(const CStateManager& mgr, const zeus::CTransform& xf) const
|
||||
|
|
|
@ -23,7 +23,9 @@ enum class EAnimationState
|
|||
};
|
||||
enum class EFidgetType
|
||||
{
|
||||
Zero
|
||||
Invalid = -1,
|
||||
Zero,
|
||||
One
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -32,7 +34,7 @@ class CGunMotion
|
|||
CModelData x0_modelData;
|
||||
CGunController x4c_gunController;
|
||||
std::vector<CToken> xa8_anims;
|
||||
bool xb8_24_inFidget : 1;
|
||||
bool xb8_24_animPlaying : 1;
|
||||
|
||||
void LoadAnimations();
|
||||
|
||||
|
@ -47,6 +49,7 @@ public:
|
|||
void Draw(const CStateManager& mgr, const zeus::CTransform& xf) const;
|
||||
s32 GetFreeLookSetId() const { return x4c_gunController.GetFreeLookSetId(); }
|
||||
CGunController& GunController() { return x4c_gunController; }
|
||||
bool IsAnimPlaying() const { return xb8_24_animPlaying; }
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
#include "CStateManager.hpp"
|
||||
#include "CGunController.hpp"
|
||||
#include "WeaponCommon.hpp"
|
||||
#include "CGunMotion.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
@ -20,16 +21,23 @@ class CActorLights;
|
|||
struct CModelFlags;
|
||||
class CWeaponDescription;
|
||||
|
||||
enum class EChargeState
|
||||
{
|
||||
Normal,
|
||||
Charged
|
||||
};
|
||||
|
||||
using SWeaponInfo = DataSpec::SWeaponInfo;
|
||||
|
||||
class CVelocityInfo
|
||||
{
|
||||
friend class CGunWeapon;
|
||||
rstl::reserved_vector<zeus::CVector3f, 2> x0_vel;
|
||||
rstl::reserved_vector<bool, 2> x1c_;
|
||||
rstl::reserved_vector<bool, 2> x1c_targetHoming;
|
||||
rstl::reserved_vector<float, 2> x24_;
|
||||
public:
|
||||
const zeus::CVector3f& GetVelocity(int i) const { return x0_vel[i]; }
|
||||
bool GetTargetHoming(int i) const { return x1c_targetHoming[i]; }
|
||||
};
|
||||
|
||||
class CGunWeapon
|
||||
|
@ -95,7 +103,8 @@ public:
|
|||
virtual void PreRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
|
||||
virtual void PostRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
|
||||
virtual void UpdateGunFx(bool, float, const CStateManager&, const zeus::CTransform&) {}
|
||||
virtual void Fire(bool, float, CPlayerState::EChargeState, const zeus::CTransform&, CStateManager&, TUniqueId) {}
|
||||
virtual void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
|
||||
CStateManager& mgr, TUniqueId homingTarget) {}
|
||||
virtual void EnableFx(bool) {}
|
||||
virtual void EnableSecondaryFx(ESecondaryFxType) {}
|
||||
void BuildSecondaryEffect(ESecondaryFxType type);
|
||||
|
@ -115,6 +124,11 @@ public:
|
|||
CElementGen* GetChargeMuzzleFx() const { return x1a4_muzzleGenerators[1].get(); }
|
||||
void ReturnToDefault(CStateManager& mgr) {}
|
||||
void UnLoadFidget() {}
|
||||
bool IsFidgetLoaded() const { return x100_gunController->IsFidgetLoaded(); }
|
||||
void AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
|
||||
{ x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), parm2); }
|
||||
void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
|
||||
{ x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2); }
|
||||
CModelData& GetSolidModelData() { return *x10_solidModelData; }
|
||||
const SWeaponInfo& GetWeaponInfo() const;
|
||||
zeus::CAABox GetBounds() const;
|
||||
|
|
|
@ -9,6 +9,8 @@
|
|||
#include "World/CScriptWater.hpp"
|
||||
#include "World/CGameLight.hpp"
|
||||
#include "Input/ControlMapper.hpp"
|
||||
#include "CBomb.hpp"
|
||||
#include "CPowerBomb.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
@ -319,8 +321,8 @@ void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CSt
|
|||
case EScriptObjectMessage::OnFloor:
|
||||
if (player.GetControlsFrozen() && !x834_30_inBigStrike)
|
||||
{
|
||||
x2f4_ = 0;
|
||||
x2ec_firing = 0;
|
||||
x2f4_fireButtonStates = 0;
|
||||
x2ec_lastFireButtonStates = 0;
|
||||
CancelFiring(mgr);
|
||||
TakeDamage(true, false, mgr);
|
||||
x394_damageTimer = 0.75f;
|
||||
|
@ -409,7 +411,7 @@ void CPlayerGun::ResetCharge(CStateManager& mgr, bool b1)
|
|||
PlayAnim(NWeaponTypes::EGunAnimType::Zero, false);
|
||||
if (r30)
|
||||
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::Zero);
|
||||
if ((x2f8_ & 0x2) != 0x2 || x330_chargeWeaponIdx != 0)
|
||||
if ((x2f8_ & 0x2) != 0x2 || x330_chargeState != EChargeState::Normal)
|
||||
{
|
||||
if ((x2f8_ & 0x8) != 0x8)
|
||||
{
|
||||
|
@ -422,7 +424,7 @@ void CPlayerGun::ResetCharge(CStateManager& mgr, bool b1)
|
|||
}
|
||||
|
||||
x32c_ = 0;
|
||||
x330_chargeWeaponIdx = 0;
|
||||
x330_chargeState = EChargeState::Normal;
|
||||
x320_ = x310_selectedBeam;
|
||||
x833_30_ = true;
|
||||
x832_27_ = false;
|
||||
|
@ -449,6 +451,14 @@ static const CPlayerState::EItemType skBeamArr[] =
|
|||
CPlayerState::EItemType::PlasmaBeam
|
||||
};
|
||||
|
||||
static const CPlayerState::EItemType skBeamComboArr[] =
|
||||
{
|
||||
CPlayerState::EItemType::SuperMissile,
|
||||
CPlayerState::EItemType::IceSpreader,
|
||||
CPlayerState::EItemType::Wavebuster,
|
||||
CPlayerState::EItemType::Flamethrower
|
||||
};
|
||||
|
||||
static const ControlMapper::ECommands mBeamCtrlCmd[] =
|
||||
{
|
||||
ControlMapper::ECommands::PowerBeam,
|
||||
|
@ -555,7 +565,7 @@ void CPlayerGun::ResetBeamParams(CStateManager& mgr, const CPlayerState& playerS
|
|||
Reset(mgr, false);
|
||||
if (playSelectionSfx)
|
||||
CSfxManager::SfxStart(1774, 1.f, 0.f, true, 0x7f, false, kInvalidAreaId);
|
||||
x2ec_firing &= ~0x1;
|
||||
x2ec_lastFireButtonStates &= ~0x1;
|
||||
x320_ = x310_selectedBeam;
|
||||
x833_30_ = true;
|
||||
}
|
||||
|
@ -696,28 +706,28 @@ void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr)
|
|||
switch (mgr.GetPlayer().GetMorphballTransitionState())
|
||||
{
|
||||
default:
|
||||
x2f4_ = 0;
|
||||
x2f4_fireButtonStates = 0;
|
||||
break;
|
||||
case CPlayer::EPlayerMorphBallState::Unmorphed:
|
||||
if ((x2f8_ & 0x10) != 0x10)
|
||||
HandleWeaponChange(input, mgr);
|
||||
case CPlayer::EPlayerMorphBallState::Morphed:
|
||||
x2f4_ = ControlMapper::GetDigitalInput(ControlMapper::ECommands::FireOrBomb, input) ? 1 : 0;
|
||||
x2f4_ |= ControlMapper::GetDigitalInput(ControlMapper::ECommands::MissileOrPowerBomb, input) ? 2 : 0;
|
||||
x2f4_fireButtonStates = ControlMapper::GetDigitalInput(ControlMapper::ECommands::FireOrBomb, input) ? 1 : 0;
|
||||
x2f4_fireButtonStates |= ControlMapper::GetDigitalInput(ControlMapper::ECommands::MissileOrPowerBomb, input) ? 2 : 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerGun::UnLoadFidget()
|
||||
{
|
||||
if ((x2fc_ & 0x1) == 0x1)
|
||||
if ((x2fc_fidgetAnimBits & 0x1) == 0x1)
|
||||
x73c_gunMotion->GunController().UnLoadFidget();
|
||||
if ((x2fc_ & 0x2) == 0x2)
|
||||
if ((x2fc_fidgetAnimBits & 0x2) == 0x2)
|
||||
x72c_currentBeam->UnLoadFidget();
|
||||
if ((x2fc_ & 0x4) == 0x4)
|
||||
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
|
||||
if (CGunController* gc = x740_grappleArm->GunController())
|
||||
gc->UnLoadFidget();
|
||||
x2fc_ = 0;
|
||||
x2fc_fidgetAnimBits = 0;
|
||||
}
|
||||
|
||||
void CPlayerGun::ReturnArmAndGunToDefault(CStateManager& mgr, bool b1)
|
||||
|
@ -787,7 +797,7 @@ void CPlayerGun::CancelFiring(CStateManager& mgr)
|
|||
float CPlayerGun::GetBeamVelocity() const
|
||||
{
|
||||
if (x72c_currentBeam->IsLoaded())
|
||||
return x72c_currentBeam->GetVelocityInfo().GetVelocity(x330_chargeWeaponIdx).y;
|
||||
return x72c_currentBeam->GetVelocityInfo().GetVelocity(int(x330_chargeState)).y;
|
||||
return 10.f;
|
||||
}
|
||||
|
||||
|
@ -881,16 +891,464 @@ void CPlayerGun::CancelLockOn()
|
|||
|
||||
}
|
||||
|
||||
void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr)
|
||||
void CPlayerGun::FireSecondary(float dt, CStateManager& mgr)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CPlayerGun::UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr)
|
||||
void CPlayerGun::ResetCharged(float dt, CStateManager& mgr)
|
||||
{
|
||||
if (x832_26_)
|
||||
return;
|
||||
if (x32c_ >= 3)
|
||||
{
|
||||
x833_30_ = false;
|
||||
UpdateNormalShotCycle(dt, mgr);
|
||||
x832_24_ = true;
|
||||
CancelCharge(mgr, true);
|
||||
}
|
||||
else if (x32c_ != 0)
|
||||
{
|
||||
x320_ = x310_selectedBeam;
|
||||
x833_30_ = true;
|
||||
x32c_ = 10;
|
||||
}
|
||||
StopChargeSound(mgr);
|
||||
}
|
||||
|
||||
void CPlayerGun::ActivateCombo(CStateManager& mgr)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CPlayerGun::ProcessChargeState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt)
|
||||
{
|
||||
if ((releasedStates & 0x1) != 0)
|
||||
ResetCharged(dt, mgr);
|
||||
if ((pressedStates & 0x1) != 0)
|
||||
{
|
||||
if (x32c_ == 0 && (pressedStates & 0x1) != 0 && x348_ == 0.f && x832_28_)
|
||||
{
|
||||
UpdateNormalShotCycle(dt, mgr);
|
||||
x32c_ = 1;
|
||||
}
|
||||
}
|
||||
else if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::Missiles) && (pressedStates & 0x2) != 0)
|
||||
{
|
||||
if (x32c_ >= 4)
|
||||
{
|
||||
if (mgr.GetPlayerState()->HasPowerUp(skBeamComboArr[x310_selectedBeam]))
|
||||
ActivateCombo(mgr);
|
||||
}
|
||||
else if (x32c_ == 0)
|
||||
{
|
||||
FireSecondary(dt, mgr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerGun::ResetNormal(CStateManager& mgr)
|
||||
{
|
||||
Reset(mgr, false);
|
||||
x832_28_ = false;
|
||||
}
|
||||
|
||||
void CPlayerGun::UpdateNormalShotCycle(float dt, CStateManager& mgr)
|
||||
{
|
||||
if (!ExitMissile())
|
||||
return;
|
||||
if (mgr.GetCameraManager()->IsInCinematicCamera())
|
||||
return;
|
||||
x832_25_ = x833_28_phazonBeamActive || x310_selectedBeam != 3 || x32c_ != 0;
|
||||
x30c_ += 1;
|
||||
zeus::CTransform xf = x833_29_pointBlankWorldSurface ? x448_elbowWorldXf : x4a8_gunWorldXf * x418_beamLocalXf;
|
||||
if (!x833_29_pointBlankWorldSurface && x364_ <= 0.f)
|
||||
{
|
||||
zeus::CVector3f oldOrigin = xf.origin;
|
||||
xf = x478_assistAimXf;
|
||||
xf.origin = oldOrigin;
|
||||
}
|
||||
xf.origin += mgr.GetCameraManager()->GetGlobalCameraTranslation(mgr);
|
||||
x38c_ = 0.0625f;
|
||||
TUniqueId homingTarget;
|
||||
if (x72c_currentBeam->GetVelocityInfo().GetTargetHoming(int(x330_chargeState)))
|
||||
homingTarget = GetTargetId(mgr);
|
||||
else
|
||||
homingTarget = kInvalidUniqueId;
|
||||
x72c_currentBeam->Fire(x834_27_underwater, dt, x330_chargeState, xf, mgr, homingTarget);
|
||||
mgr.InformListeners(x4a8_gunWorldXf.origin, EListenNoiseType::Zero);
|
||||
}
|
||||
|
||||
void CPlayerGun::ProcessNormalState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt)
|
||||
{
|
||||
if ((releasedStates & 0x1) != 0)
|
||||
ResetNormal(mgr);
|
||||
if ((pressedStates & 0x1) != 0 && x348_ == 0.f && x832_28_)
|
||||
UpdateNormalShotCycle(dt, mgr);
|
||||
else if ((pressedStates & 0x2) != 0)
|
||||
FireSecondary(dt, mgr);
|
||||
}
|
||||
|
||||
void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr)
|
||||
{
|
||||
u32 oldFiring = x2ec_lastFireButtonStates;
|
||||
x2ec_lastFireButtonStates = x2f4_fireButtonStates;
|
||||
u32 pressedStates = x2f4_fireButtonStates & (oldFiring ^ x2f4_fireButtonStates);
|
||||
x2f0_pressedFireButtonStates = pressedStates;
|
||||
u32 releasedStates = oldFiring & (oldFiring ^ x2f4_fireButtonStates);
|
||||
x832_28_ = false;
|
||||
|
||||
CPlayer& player = mgr.GetPlayer();
|
||||
if (!x832_24_ && !x834_30_inBigStrike)
|
||||
{
|
||||
float coolDown = x72c_currentBeam->GetWeaponInfo().x0_coolDown;
|
||||
if ((pressedStates & 0x1) == 0)
|
||||
{
|
||||
if (x390_cooldown >= coolDown)
|
||||
{
|
||||
x390_cooldown = coolDown;
|
||||
if (player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed &&
|
||||
mgr.GetPlayerState()->ItemEnabled(CPlayerState::EItemType::ChargeBeam) &&
|
||||
player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn &&
|
||||
player.GetGrappleState() == CPlayer::EGrappleState::None &&
|
||||
mgr.GetPlayerState()->GetTransitioningVisor() != CPlayerState::EPlayerVisor::Scan &&
|
||||
mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan &&
|
||||
(x2ec_lastFireButtonStates & 0x1) != 0 && x32c_ == 0)
|
||||
{
|
||||
x832_28_ = true;
|
||||
pressedStates |= 0x1;
|
||||
x390_cooldown = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (x390_cooldown >= coolDown)
|
||||
{
|
||||
x832_28_ = true;
|
||||
x390_cooldown = 0.f;
|
||||
}
|
||||
x390_cooldown += dt;
|
||||
}
|
||||
|
||||
if (x834_28_)
|
||||
x834_28_ = (x2ec_lastFireButtonStates & 0x1) != 0;
|
||||
|
||||
if (player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Morphed)
|
||||
{
|
||||
x835_28_bombReady = false;
|
||||
x835_29_powerBombReady = false;
|
||||
if (!x835_31_actorAttached)
|
||||
{
|
||||
x835_28_bombReady = false;
|
||||
if (x53a_powerBomb != kInvalidUniqueId &&
|
||||
!mgr.CanCreateProjectile(x538_playerId, EWeaponType::PowerBomb, 1))
|
||||
{
|
||||
auto* pb = static_cast<const CPowerBomb*>(mgr.GetObjectById(x53a_powerBomb));
|
||||
if (pb && pb->GetCurTime() <= 4.25f)
|
||||
x835_28_bombReady = false;
|
||||
else
|
||||
x53a_powerBomb = kInvalidUniqueId;
|
||||
}
|
||||
if (((pressedStates & 0x1) != 0 || x32c_ != 0) &&
|
||||
mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::MorphBallBombs))
|
||||
{
|
||||
if (x835_28_bombReady)
|
||||
DropBomb(EBWeapon::Zero, mgr);
|
||||
}
|
||||
else if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::PowerBombs) &&
|
||||
mgr.GetPlayerState()->GetItemAmount(CPlayerState::EItemType::PowerBombs) > 0)
|
||||
{
|
||||
x835_29_powerBombReady = mgr.CanCreateProjectile(x538_playerId, EWeaponType::PowerBomb, 1) &&
|
||||
mgr.CanCreateProjectile(x538_playerId, EWeaponType::Bomb, 1);
|
||||
if ((pressedStates & 0x2) != 0 && x835_29_powerBombReady)
|
||||
DropBomb(EBWeapon::One, mgr);
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((x2f8_ & 0x8) != 0x8 &&
|
||||
player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed)
|
||||
{
|
||||
if ((pressedStates & 0x2) != 0 && !x318_ && (x2f8_ & 0x2) != 0x2 && !x32c_)
|
||||
{
|
||||
u32 missileCount = mgr.GetPlayerState()->GetItemAmount(CPlayerState::EItemType::Missiles);
|
||||
if (x338_ != 1 && x338_ != 2)
|
||||
{
|
||||
if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::Missiles) && missileCount > 0)
|
||||
{
|
||||
x300_ = missileCount;
|
||||
if (x300_ > 5)
|
||||
x300_ = 5;
|
||||
if (!x835_25_inPhazonBeam)
|
||||
{
|
||||
x2f8_ &= ~0x1;
|
||||
x2f8_ |= 0x6;
|
||||
x318_ = 1;
|
||||
x31c_missileMode = EMissleMode::Active;
|
||||
}
|
||||
FireSecondary(dt, mgr);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!CSfxManager::IsPlaying(x2e4_invalidSfx))
|
||||
x2e4_invalidSfx = PlaySfx(1781, x834_27_underwater, false, 0.165f);
|
||||
else
|
||||
x2e4_invalidSfx.reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (x3a4_fidget.GetState() == CFidget::EState::Zero)
|
||||
{
|
||||
if ((x2f8_ & 0x10) == 0x10 && x744_auxWeapon->IsComboFxActive(mgr))
|
||||
{
|
||||
if (x2ec_lastFireButtonStates == 0 || (x310_selectedBeam == 2 && x833_29_pointBlankWorldSurface))
|
||||
{
|
||||
StopContinuousBeam(mgr, (x2f8_ & 0x8) == 0x8);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mgr.GetPlayerState()->ItemEnabled(CPlayerState::EItemType::ChargeBeam) &&
|
||||
x33c_gunOverrideMode == EGunOverrideMode::Normal)
|
||||
ProcessChargeState(releasedStates, pressedStates, mgr, dt);
|
||||
else
|
||||
ProcessNormalState(releasedStates, pressedStates, mgr, dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerGun::EnterFreeLook(CStateManager& mgr)
|
||||
{
|
||||
if (!x832_30_)
|
||||
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::FreeLook, mgr, 0.f, false);
|
||||
x740_grappleArm->EnterFreeLook(x835_25_inPhazonBeam ? 1 : x310_selectedBeam,
|
||||
x73c_gunMotion->GetFreeLookSetId(), mgr);
|
||||
}
|
||||
|
||||
void CPlayerGun::SetFidgetAnimBits(int parm2, bool beamOnly)
|
||||
{
|
||||
x2fc_fidgetAnimBits = 0;
|
||||
if (beamOnly)
|
||||
{
|
||||
x2fc_fidgetAnimBits = 2;
|
||||
return;
|
||||
}
|
||||
|
||||
switch (x3a4_fidget.GetType())
|
||||
{
|
||||
case SamusGun::EFidgetType::Zero:
|
||||
x2fc_fidgetAnimBits = 1;
|
||||
if (parm2 != 1)
|
||||
return;
|
||||
x2fc_fidgetAnimBits |= 4;
|
||||
break;
|
||||
case SamusGun::EFidgetType::One:
|
||||
if (parm2 >= 6 || parm2 < 4)
|
||||
x2fc_fidgetAnimBits = 2;
|
||||
else
|
||||
x2fc_fidgetAnimBits = 1;
|
||||
x2fc_fidgetAnimBits |= 4;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerGun::AsyncLoadFidget(CStateManager& mgr)
|
||||
{
|
||||
SetFidgetAnimBits(x3a4_fidget.GetParm2(), x3a4_fidget.GetState() == CFidget::EState::Three);
|
||||
if ((x2fc_fidgetAnimBits & 0x1) == 0x1)
|
||||
x73c_gunMotion->GunController().LoadFidgetAnimAsync(mgr, s32(x3a4_fidget.GetType()),
|
||||
x310_selectedBeam, x3a4_fidget.GetParm2());
|
||||
if ((x2fc_fidgetAnimBits & 0x2) == 0x2)
|
||||
{
|
||||
x72c_currentBeam->AsyncLoadFidget(mgr, (x3a4_fidget.GetState() == CFidget::EState::Three ?
|
||||
SamusGun::EFidgetType::Zero : x3a4_fidget.GetType()), x3a4_fidget.GetParm2());
|
||||
x832_31_ = false;
|
||||
}
|
||||
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
|
||||
if (CGunController* gc = x740_grappleArm->GunController())
|
||||
gc->LoadFidgetAnimAsync(mgr, s32(x3a4_fidget.GetType()),
|
||||
x3a4_fidget.GetType() != SamusGun::EFidgetType::Zero ? x310_selectedBeam : 0,
|
||||
x3a4_fidget.GetParm2());
|
||||
}
|
||||
|
||||
bool CPlayerGun::IsFidgetLoaded() const
|
||||
{
|
||||
int loadFlags = 0;
|
||||
if ((x2fc_fidgetAnimBits & 0x1) == 0x1 && x73c_gunMotion->GunController().IsFidgetLoaded())
|
||||
loadFlags |= 0x1;
|
||||
if ((x2fc_fidgetAnimBits & 0x2) == 0x2 && x72c_currentBeam->IsFidgetLoaded())
|
||||
loadFlags |= 0x2;
|
||||
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
|
||||
if (CGunController* gc = x740_grappleArm->GunController())
|
||||
if (gc->IsFidgetLoaded())
|
||||
loadFlags |= 0x4;
|
||||
return x2fc_fidgetAnimBits == loadFlags;
|
||||
}
|
||||
|
||||
void CPlayerGun::EnterFidget(CStateManager& mgr)
|
||||
{
|
||||
if ((x2fc_fidgetAnimBits & 0x1) == 0x1)
|
||||
{
|
||||
x73c_gunMotion->EnterFidget(mgr, x3a4_fidget.GetType(), x3a4_fidget.GetParm2());
|
||||
x834_25_ = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
x834_25_ = false;
|
||||
}
|
||||
|
||||
if ((x2fc_fidgetAnimBits & 0x2) == 0x2)
|
||||
x72c_currentBeam->EnterFidget(mgr, x3a4_fidget.GetType(), x3a4_fidget.GetParm2());
|
||||
|
||||
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
|
||||
x740_grappleArm->EnterFidget(mgr, x3a4_fidget.GetType(),
|
||||
x3a4_fidget.GetType() != SamusGun::EFidgetType::Zero ? x310_selectedBeam : 0,
|
||||
x3a4_fidget.GetParm2());
|
||||
|
||||
UnLoadFidget();
|
||||
x3a4_fidget.DoneLoading();
|
||||
}
|
||||
|
||||
void CPlayerGun::UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr)
|
||||
{
|
||||
CPlayer& player = mgr.GetPlayer();
|
||||
if (player.IsInFreeLook() && !x832_29_ && !x740_grappleArm->IsGrappling() &&
|
||||
x3a4_fidget.GetState() != CFidget::EState::Three &&
|
||||
player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn && !x834_30_inBigStrike)
|
||||
{
|
||||
if ((x2f8_ & 0x8) != 0x8)
|
||||
{
|
||||
if (!x833_31_ && !x834_26_)
|
||||
{
|
||||
if (x388_ < 0.25f)
|
||||
x388_ += dt;
|
||||
if (x388_ >= 0.25f && !x740_grappleArm->IsSuitLoading())
|
||||
{
|
||||
EnterFreeLook(mgr);
|
||||
x833_31_ = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
x388_ = 0.f;
|
||||
if (x834_26_)
|
||||
ResetIdle(mgr);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (x833_31_)
|
||||
{
|
||||
if ((x2f8_ & 0x10) != 0x10)
|
||||
{
|
||||
x73c_gunMotion->ReturnToDefault(mgr, x834_30_inBigStrike);
|
||||
x740_grappleArm->ReturnToDefault(mgr, 0.f, false);
|
||||
}
|
||||
x833_31_ = false;
|
||||
}
|
||||
x388_ = 0.f;
|
||||
if (player.GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed)
|
||||
{
|
||||
x833_24_isFidgeting = (player.GetSurfaceRestraint() != CPlayer::ESurfaceRestraints::Water &&
|
||||
mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan &&
|
||||
(x2f4_fireButtonStates & 0x3) == 0 && x32c_ == 0 && !x832_29_ && (x2f8_ & 0x8) != 0x8 &&
|
||||
x364_ <= 0.f && player.GetPlayerMovementState() == CPlayer::EPlayerMovementState::OnGround &&
|
||||
!player.IsInFreeLook() && !player.GetFreeLookStickState() && x304_ == 0 &&
|
||||
std::fabs(player.GetAngularVelocityOR().angle()) <= 0.1f && camBobT <= 0.01f &&
|
||||
!mgr.GetCameraManager()->IsInCinematicCamera() &&
|
||||
player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn &&
|
||||
player.GetGrappleState() == CPlayer::EGrappleState::None && !x834_30_inBigStrike &&
|
||||
!x835_25_inPhazonBeam);
|
||||
if (x833_24_isFidgeting)
|
||||
{
|
||||
if (!x834_30_inBigStrike)
|
||||
{
|
||||
bool r19 = camBobT > 0.01f && (x2f4_fireButtonStates & 0x3) == 0;
|
||||
if (r19)
|
||||
{
|
||||
x370_gunMotionSpeedMult = 1.f;
|
||||
x374_ = 0.f;
|
||||
if (x364_ <= 0.f && x368_ <= 0.f)
|
||||
{
|
||||
x368_ = 8.f;
|
||||
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::Wander, mgr, 0.f, false);
|
||||
x324_ = 1;
|
||||
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::Walk, mgr);
|
||||
}
|
||||
x368_ -= dt;
|
||||
x360_ -= dt;
|
||||
}
|
||||
if (!r19 || x834_26_)
|
||||
ResetIdle(mgr);
|
||||
}
|
||||
if (x394_damageTimer > 0.f)
|
||||
{
|
||||
x394_damageTimer -= dt;
|
||||
}
|
||||
else if (!x834_31_)
|
||||
{
|
||||
x394_damageTimer = 0.f;
|
||||
x834_31_ = true;
|
||||
x73c_gunMotion->BasePosition(true);
|
||||
}
|
||||
else if (!x73c_gunMotion->GetModelData().GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body"))
|
||||
{
|
||||
x834_30_inBigStrike = false;
|
||||
x834_31_ = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (x3a4_fidget.Update(x2ec_lastFireButtonStates, camBobT > 0.01f, b1, dt, mgr))
|
||||
{
|
||||
case CFidget::EState::Zero:
|
||||
if (x324_ != 2)
|
||||
{
|
||||
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::Idle, mgr, 0.f, false);
|
||||
x324_ = 2;
|
||||
}
|
||||
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::WalkNoBob, mgr);
|
||||
break;
|
||||
case CFidget::EState::One:
|
||||
case CFidget::EState::Two:
|
||||
case CFidget::EState::Three:
|
||||
if (x324_ != 0)
|
||||
{
|
||||
x73c_gunMotion->BasePosition(false);
|
||||
x324_ = 0;
|
||||
}
|
||||
AsyncLoadFidget(mgr);
|
||||
break;
|
||||
case CFidget::EState::Seven:
|
||||
if (IsFidgetLoaded())
|
||||
EnterFidget(mgr);
|
||||
break;
|
||||
case CFidget::EState::Four:
|
||||
case CFidget::EState::Five:
|
||||
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::Walk, mgr);
|
||||
x833_24_isFidgeting = false;
|
||||
x834_26_ = x834_25_ ? x73c_gunMotion->IsAnimPlaying() :
|
||||
x72c_currentBeam->GetSolidModelData().GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body");
|
||||
if (!x834_26_)
|
||||
{
|
||||
x3a4_fidget.ResetMinor();
|
||||
ReturnToRestPose();
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
x550_camBob.Update(dt, mgr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static const float chargeShakeTbl[] = { -0.001f, 0.f, 0.001f };
|
||||
static const CMaterialFilter sAimFilter =
|
||||
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
|
||||
|
@ -943,8 +1401,8 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
|
|||
|
||||
if (becameFrozen || becameThawed)
|
||||
{
|
||||
x2f4_ = 0;
|
||||
x2ec_firing = 0;
|
||||
x2f4_fireButtonStates = 0;
|
||||
x2ec_lastFireButtonStates = 0;
|
||||
CancelFiring(mgr);
|
||||
}
|
||||
|
||||
|
@ -1057,7 +1515,8 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
|
|||
if (x740_grappleArm->GetActive() && !x740_grappleArm->IsGrappling())
|
||||
UpdateLeftArmTransform(x72c_currentBeam->GetSolidModelData(), mgr);
|
||||
|
||||
x6a0_motionState.Update(x2f0_ != 0 && x832_28_ && x32c_ < 2 && !player.IsInFreeLook(), advDt, x4a8_gunWorldXf, mgr);
|
||||
x6a0_motionState.Update(x2f0_pressedFireButtonStates != 0 && x832_28_ && x32c_ < 2 &&
|
||||
!player.IsInFreeLook(), advDt, x4a8_gunWorldXf, mgr);
|
||||
|
||||
x72c_currentBeam->GetSolidModelData().AdvanceParticles(x4a8_gunWorldXf, advDt, mgr);
|
||||
x72c_currentBeam->UpdateGunFx(x380_ > 2.f && x378_ > 0.15f, dt, mgr, x508_elbowLocalXf);
|
||||
|
@ -1159,7 +1618,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
|
|||
UpdateWeaponFire(advDt, playerState, mgr);
|
||||
UpdateGunIdle(x364_ > 0.f, cameraBobT, advDt, mgr);
|
||||
|
||||
if ((x2ec_firing & 0x1) == 0x1)
|
||||
if ((x2ec_lastFireButtonStates & 0x1) == 0x1)
|
||||
{
|
||||
x378_ = 0.f;
|
||||
}
|
||||
|
@ -1184,7 +1643,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
|
|||
|
||||
if (x364_ > 0.f)
|
||||
{
|
||||
x2f4_ = 0;
|
||||
x2f4_fireButtonStates = 0;
|
||||
x364_ -= advDt;
|
||||
}
|
||||
|
||||
|
@ -1214,6 +1673,11 @@ void CPlayerGun::AddToRenderer(const zeus::CFrustum& frustum, const CStateManage
|
|||
|
||||
}
|
||||
|
||||
void CPlayerGun::DropBomb(EBWeapon weapon, CStateManager& mgr)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
TUniqueId CPlayerGun::DropPowerBomb(CStateManager& mgr)
|
||||
{
|
||||
return {};
|
||||
|
|
|
@ -35,7 +35,8 @@ public:
|
|||
};
|
||||
enum class EBWeapon
|
||||
{
|
||||
|
||||
Zero,
|
||||
One
|
||||
};
|
||||
enum class EGunOverrideMode
|
||||
{
|
||||
|
@ -113,11 +114,12 @@ private:
|
|||
CSfxHandle x2e0_chargeSfx;
|
||||
CSfxHandle x2e4_invalidSfx;
|
||||
u32 x2e8_ = 0;
|
||||
u32 x2ec_firing = 0;
|
||||
u32 x2f0_ = 0;
|
||||
u32 x2f4_ = 0;
|
||||
// 0x1: FireOrBomb, 0x2: MissileOrPowerBomb
|
||||
u32 x2ec_lastFireButtonStates = 0;
|
||||
u32 x2f0_pressedFireButtonStates = 0;
|
||||
u32 x2f4_fireButtonStates = 0;
|
||||
u32 x2f8_ = 1;
|
||||
u32 x2fc_ = 0;
|
||||
u32 x2fc_fidgetAnimBits = 0;
|
||||
u32 x300_ = 0;
|
||||
u32 x304_ = 0;
|
||||
u32 x308_bombCount = 3;
|
||||
|
@ -130,7 +132,7 @@ private:
|
|||
u32 x324_ = 4;
|
||||
u32 x328_ = 0x2000;
|
||||
u32 x32c_ = 0;
|
||||
u32 x330_chargeWeaponIdx = 0;
|
||||
EChargeState x330_chargeState = EChargeState::Normal;
|
||||
u32 x334_ = 0;
|
||||
u32 x338_ = 0;
|
||||
EGunOverrideMode x33c_gunOverrideMode = EGunOverrideMode::Normal;
|
||||
|
@ -169,7 +171,7 @@ private:
|
|||
zeus::CTransform x4d8_gunLocalXf;
|
||||
zeus::CTransform x508_elbowLocalXf;
|
||||
TUniqueId x538_playerId;
|
||||
TUniqueId x53a_ = kInvalidUniqueId;
|
||||
TUniqueId x53a_powerBomb = kInvalidUniqueId;
|
||||
TUniqueId x53c_lightId = kInvalidUniqueId;
|
||||
std::vector<CToken> x540_handAnimTokens;
|
||||
CPlayerCameraBob x550_camBob;
|
||||
|
@ -281,7 +283,19 @@ private:
|
|||
void DoUserAnimEvents(float dt, CStateManager& mgr);
|
||||
TUniqueId GetTargetId(CStateManager& mgr) const;
|
||||
void CancelLockOn();
|
||||
void FireSecondary(float dt, CStateManager& mgr);
|
||||
void ResetCharged(float dt, CStateManager& mgr);
|
||||
void ActivateCombo(CStateManager& mgr);
|
||||
void ProcessChargeState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt);
|
||||
void ResetNormal(CStateManager& mgr);
|
||||
void UpdateNormalShotCycle(float dt, CStateManager& mgr);
|
||||
void ProcessNormalState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt);
|
||||
void UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr);
|
||||
void EnterFreeLook(CStateManager& mgr);
|
||||
void SetFidgetAnimBits(int parm2, bool beamOnly);
|
||||
void AsyncLoadFidget(CStateManager& mgr);
|
||||
bool IsFidgetLoaded() const;
|
||||
void EnterFidget(CStateManager& mgr);
|
||||
void UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr);
|
||||
|
||||
public:
|
||||
|
@ -318,7 +332,8 @@ public:
|
|||
void PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos);
|
||||
void Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const;
|
||||
void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const;
|
||||
bool GetFiring() const { return x2ec_firing != 0; }
|
||||
u32 GetLastFireButtonStates() const { return x2ec_lastFireButtonStates; }
|
||||
void DropBomb(EBWeapon weapon, CStateManager& mgr);
|
||||
TUniqueId DropPowerBomb(CStateManager& mgr);
|
||||
void SetActorAttached(bool b) { x835_31_actorAttached = b; }
|
||||
};
|
||||
|
|
|
@ -0,0 +1,18 @@
|
|||
#include "CPowerBomb.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
||||
CPowerBomb::CPowerBomb(const TToken<CGenDescription>& particle, TUniqueId uid, TAreaId aid,
|
||||
TUniqueId playerId, const zeus::CTransform& xf, const CDamageInfo& dInfo)
|
||||
: CWeapon(uid, aid, true, playerId, EWeaponType::PowerBomb, "PowerBomb", xf,
|
||||
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid, EMaterialTypes::Immovable,
|
||||
EMaterialTypes::Trigger},
|
||||
{EMaterialTypes::Projectile, EMaterialTypes::PowerBomb}),
|
||||
{EMaterialTypes::Projectile, EMaterialTypes::PowerBomb}, dInfo, EProjectileAttrib::PowerBombs,
|
||||
CModelData::CModelDataNull())
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
#ifndef __URDE_CPOWERBOMB_HPP__
|
||||
#define __URDE_CPOWERBOMB_HPP__
|
||||
|
||||
#include "CWeapon.hpp"
|
||||
#include "CToken.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
||||
class CPowerBomb : public CWeapon
|
||||
{
|
||||
float x15c_curTime = 0.f;
|
||||
float x160_ = 0.f;
|
||||
public:
|
||||
CPowerBomb(const TToken<CGenDescription>& particle, TUniqueId uid, TAreaId aid,
|
||||
TUniqueId playerId, const zeus::CTransform& xf, const CDamageInfo& dInfo);
|
||||
float GetCurTime() const { return x15c_curTime; }
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // __URDE_CPOWERBOMB_HPP__
|
|
@ -17,6 +17,7 @@ namespace urde
|
|||
|
||||
enum class EListenNoiseType
|
||||
{
|
||||
Zero
|
||||
};
|
||||
|
||||
enum class EKnockBackType
|
||||
|
|
|
@ -666,7 +666,7 @@ float CPlayer::UpdateCameraBob(float dt, CStateManager& mgr)
|
|||
}
|
||||
else if (bobMag < 0.01f)
|
||||
{
|
||||
if (x490_gun->GetFiring())
|
||||
if (x490_gun->GetLastFireButtonStates() != 0)
|
||||
{
|
||||
bobMag = 0.f;
|
||||
state = CPlayerCameraBob::ECameraBobState::GunFireNoBob;
|
||||
|
|
|
@ -532,6 +532,8 @@ public:
|
|||
void HolsterGun(CStateManager& mgr);
|
||||
EPlayerCameraState GetCameraState() const { return x2f4_cameraState; }
|
||||
EPlayerMorphBallState GetMorphballTransitionState() const { return x2f8_morphBallState; }
|
||||
EGunHolsterState GetGunHolsterState() const { return x498_gunHolsterState; }
|
||||
EPlayerMovementState GetPlayerMovementState() const { return x258_movementState; }
|
||||
bool IsMorphBallTransitioning() const;
|
||||
void UpdateGrappleArmTransform(const zeus::CVector3f&, CStateManager& mgr, float);
|
||||
float GetGravity() const;
|
||||
|
@ -643,7 +645,7 @@ public:
|
|||
float GetMorphTime() const { return x574_morphTime; }
|
||||
float GetMorphDuration() const { return x578_morphDuration; }
|
||||
bool IsInFreeLook() const { return x3dc_inFreeLook; }
|
||||
bool IsLookControlHeld() const { return x3de_lookAnalogHeld; }
|
||||
bool GetFreeLookStickState() const { return x3de_lookAnalogHeld; }
|
||||
CPlayerGun* GetPlayerGun() const { return x490_gun.get(); }
|
||||
CMorphBall* GetMorphBall() const { return x768_morphball.get(); }
|
||||
CPlayerCameraBob* GetCameraBob() const { return x76c_cameraBob.get(); }
|
||||
|
|
|
@ -394,8 +394,7 @@ void CWorldTransManager::EnableTransition(const CAnimRes& samusRes,
|
|||
x8_textData.reset();
|
||||
x20_random.SetSeed(99);
|
||||
|
||||
CAssetId beamModelId = g_tweakPlayerRes->GetBeamCineModel(
|
||||
DataSpec::ITweakPlayerRes::EBeamId(g_GameState->GetPlayerState()->GetCurrentBeam()));
|
||||
CAssetId beamModelId = g_tweakPlayerRes->GetBeamCineModel(g_GameState->GetPlayerState()->GetCurrentBeam());
|
||||
|
||||
x4_modelData->x14c_beamModel = g_SimplePool->GetObj(SObjectTag{FOURCC('CMDL'), beamModelId});
|
||||
|
||||
|
|
Loading…
Reference in New Issue