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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 00:27:42 +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

@@ -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 {};