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https://github.com/AxioDL/metaforce.git
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Additional CPlayerGun implementations; downcast macro for tweak pointers
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@@ -12,6 +12,7 @@
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#include "CStateManager.hpp"
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#include "CGunController.hpp"
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#include "WeaponCommon.hpp"
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#include "CGunMotion.hpp"
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namespace urde
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{
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@@ -20,16 +21,23 @@ class CActorLights;
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struct CModelFlags;
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class CWeaponDescription;
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enum class EChargeState
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{
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Normal,
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Charged
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};
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using SWeaponInfo = DataSpec::SWeaponInfo;
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class CVelocityInfo
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{
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friend class CGunWeapon;
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rstl::reserved_vector<zeus::CVector3f, 2> x0_vel;
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rstl::reserved_vector<bool, 2> x1c_;
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rstl::reserved_vector<bool, 2> x1c_targetHoming;
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rstl::reserved_vector<float, 2> x24_;
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public:
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const zeus::CVector3f& GetVelocity(int i) const { return x0_vel[i]; }
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bool GetTargetHoming(int i) const { return x1c_targetHoming[i]; }
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};
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class CGunWeapon
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@@ -95,7 +103,8 @@ public:
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virtual void PreRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
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virtual void PostRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
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virtual void UpdateGunFx(bool, float, const CStateManager&, const zeus::CTransform&) {}
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virtual void Fire(bool, float, CPlayerState::EChargeState, const zeus::CTransform&, CStateManager&, TUniqueId) {}
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virtual void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
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CStateManager& mgr, TUniqueId homingTarget) {}
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virtual void EnableFx(bool) {}
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virtual void EnableSecondaryFx(ESecondaryFxType) {}
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void BuildSecondaryEffect(ESecondaryFxType type);
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@@ -115,6 +124,11 @@ public:
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CElementGen* GetChargeMuzzleFx() const { return x1a4_muzzleGenerators[1].get(); }
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void ReturnToDefault(CStateManager& mgr) {}
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void UnLoadFidget() {}
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bool IsFidgetLoaded() const { return x100_gunController->IsFidgetLoaded(); }
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void AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
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{ x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), parm2); }
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void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
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{ x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2); }
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CModelData& GetSolidModelData() { return *x10_solidModelData; }
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const SWeaponInfo& GetWeaponInfo() const;
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zeus::CAABox GetBounds() const;
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