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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 11:07:44 +00:00

Additional CPlayerGun implementations; downcast macro for tweak pointers

This commit is contained in:
Jack Andersen
2017-08-26 17:02:18 -10:00
parent 86ada63867
commit 1f7e8e1033
38 changed files with 780 additions and 141 deletions

View File

@@ -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;