mirror of https://github.com/AxioDL/metaforce.git
commit
2a2b471671
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@ -16,12 +16,109 @@
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#include "Runtime/Weapon/CPowerBomb.hpp"
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namespace urde {
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namespace {
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std::array kVerticalAngleTable{-30.f, 0.f, 30.f};
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std::array kHorizontalAngleTable{30.f, 30.f, 30.f};
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std::array kVerticalVarianceTable{30.f, 30.f, 30.f};
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static const zeus::CVector3f sGunScale(2.f);
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constexpr zeus::CVector3f sGunScale(2.f);
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static float kVerticalAngleTable[] = {-30.f, 0.f, 30.f};
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static float kHorizontalAngleTable[] = {30.f, 30.f, 30.f};
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static float kVerticalVarianceTable[] = {30.f, 30.f, 30.f};
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constexpr std::array<u32, 4> skBeamAnimIds{
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0,
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1,
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2,
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1,
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};
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constexpr std::array skBeamArr{
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CPlayerState::EItemType::PowerBeam,
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CPlayerState::EItemType::IceBeam,
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CPlayerState::EItemType::WaveBeam,
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CPlayerState::EItemType::PlasmaBeam,
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};
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constexpr std::array skBeamComboArr{
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CPlayerState::EItemType::SuperMissile,
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CPlayerState::EItemType::IceSpreader,
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CPlayerState::EItemType::Wavebuster,
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CPlayerState::EItemType::Flamethrower,
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};
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constexpr std::array mBeamCtrlCmd{
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ControlMapper::ECommands::PowerBeam,
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ControlMapper::ECommands::IceBeam,
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ControlMapper::ECommands::WaveBeam,
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ControlMapper::ECommands::PlasmaBeam,
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};
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constexpr std::array<u16, 4> skFromMissileSound{
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SFXwpn_from_missile_power,
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SFXwpn_from_missile_ice,
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SFXwpn_from_missile_wave,
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SFXwpn_from_missile_plasma,
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};
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constexpr std::array<u16, 4> skFromBeamSound{
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SFXsfx0000,
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SFXwpn_from_beam_ice,
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SFXwpn_from_beam_wave,
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SFXwpn_from_beam_plasma,
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};
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constexpr std::array<u16, 4> skToMissileSound{
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SFXwpn_to_missile_power,
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SFXwpn_to_missile_ice,
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SFXwpn_to_missile_wave,
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SFXwpn_to_missile_plasma,
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};
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constexpr std::array<u16, 4> skIntoBeamSound{
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SFXsfx0000,
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SFXwpn_into_beam_ice,
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SFXwpn_into_beam_wave,
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SFXwpn_into_beam_plasma,
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};
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constexpr float kChargeSpeed = 1.f / CPlayerState::GetMissileComboChargeFactor();
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constexpr float kChargeFxStart = 1.f / CPlayerState::GetMissileComboChargeFactor();
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constexpr float kChargeAnimStart = 0.25f / CPlayerState::GetMissileComboChargeFactor();
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constexpr float kChargeStart = 0.025f / CPlayerState::GetMissileComboChargeFactor();
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constexpr std::array<u16, 4> skBeamChargeUpSound{
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SFXwpn_chargeup_power,
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SFXwpn_chargeup_ice,
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SFXwpn_chargeup_wave,
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SFXwpn_chargeup_plasma,
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};
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constexpr std::array skItemArr{
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CPlayerState::EItemType::Invalid,
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CPlayerState::EItemType::Missiles,
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};
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constexpr std::array<u16, 2> skItemEmptySound{
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SFXsfx0000,
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SFXwpn_empty_action,
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};
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constexpr std::array chargeShakeTbl{
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-0.001f,
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0.f,
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0.001f,
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};
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constexpr CMaterialFilter sAimFilter =
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CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
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const std::array<CModelFlags, 4> kThermalFlags{{
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{0, 0, 3, zeus::skWhite},
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{5, 0, 3, zeus::CColor(0.f, 0.5f)},
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{0, 0, 3, zeus::skWhite},
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{0, 0, 3, zeus::skWhite},
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}};
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const CModelFlags kHandThermalFlag = {7, 0, 3, zeus::skWhite};
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const CModelFlags kHandHoloFlag = {1, 0, 3, zeus::CColor(0.75f, 0.5f, 0.f, 1.f)};
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} // Anonymous namespace
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float CPlayerGun::CMotionState::gGunExtendDistance = 0.125f;
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float CPlayerGun::skTractorBeamFactor = 0.5f / CPlayerState::GetMissileComboChargeFactor();
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@ -204,8 +301,6 @@ void CPlayerGun::SetGunLightActive(bool active, CStateManager& mgr) {
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}
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}
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static const u32 skBeamAnimIds[] = {0, 1, 2, 1};
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void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) {
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const CPlayer& player = mgr.GetPlayer();
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bool isUnmorphed = player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
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@ -213,11 +308,11 @@ void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CSt
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case EScriptObjectMessage::Registered: {
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CreateGunLight(mgr);
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x320_currentAuxBeam = x314_nextBeam = x310_currentBeam = mgr.GetPlayerState()->GetCurrentBeam();
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x72c_currentBeam = x738_nextBeam = x760_selectableBeams[int(x310_currentBeam)];
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x72c_currentBeam = x738_nextBeam = x760_selectableBeams[size_t(x310_currentBeam)];
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x72c_currentBeam->Load(mgr, true);
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x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
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x744_auxWeapon->Load(x310_currentBeam, mgr);
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CAnimPlaybackParms parms(skBeamAnimIds[int(mgr.GetPlayerState()->GetCurrentBeam())], -1, 1.f, true);
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const CAnimPlaybackParms parms(skBeamAnimIds[size_t(mgr.GetPlayerState()->GetCurrentBeam())], -1, 1.f, true);
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x6e0_rightHandModel.GetAnimationData()->SetAnimation(parms, false);
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break;
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}
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@ -401,28 +496,13 @@ bool CPlayerGun::ExitMissile() {
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return false;
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}
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static const CPlayerState::EItemType skBeamArr[] = {CPlayerState::EItemType::PowerBeam,
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CPlayerState::EItemType::IceBeam, CPlayerState::EItemType::WaveBeam,
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CPlayerState::EItemType::PlasmaBeam};
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static const CPlayerState::EItemType skBeamComboArr[] = {
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CPlayerState::EItemType::SuperMissile, CPlayerState::EItemType::IceSpreader, CPlayerState::EItemType::Wavebuster,
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CPlayerState::EItemType::Flamethrower};
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static const ControlMapper::ECommands mBeamCtrlCmd[] = {
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ControlMapper::ECommands::PowerBeam,
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ControlMapper::ECommands::IceBeam,
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ControlMapper::ECommands::WaveBeam,
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ControlMapper::ECommands::PlasmaBeam,
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};
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void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr) {
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CPlayerState& playerState = *mgr.GetPlayerState();
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const CPlayerState& playerState = *mgr.GetPlayerState();
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float maxBeamInput = 0.f;
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CPlayerState::EBeamId selectBeam = CPlayerState::EBeamId::Invalid;
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for (int i = 0; i < 4; ++i) {
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for (size_t i = 0; i < skBeamArr.size(); ++i) {
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if (playerState.HasPowerUp(skBeamArr[i])) {
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float inputVal = ControlMapper::GetAnalogInput(mBeamCtrlCmd[i], input);
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const float inputVal = ControlMapper::GetAnalogInput(mBeamCtrlCmd[i], input);
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if (inputVal > 0.65f && inputVal > maxBeamInput) {
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maxBeamInput = inputVal;
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selectBeam = CPlayerState::EBeamId(i);
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@ -434,7 +514,7 @@ void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
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return;
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x833_25_ = true;
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if (x310_currentBeam != selectBeam && playerState.HasPowerUp(skBeamArr[int(selectBeam)])) {
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if (x310_currentBeam != selectBeam && playerState.HasPowerUp(skBeamArr[size_t(selectBeam)])) {
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x314_nextBeam = selectBeam;
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u32 flags = 0;
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if ((x2f8_stateFlags & 0x10) == 0x10)
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@ -449,7 +529,7 @@ void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
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x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::None);
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x338_nextState = ENextState::ChangeWeapon;
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x2e4_invalidSfx.reset();
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} else if (playerState.HasPowerUp(skBeamArr[int(selectBeam)])) {
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} else if (playerState.HasPowerUp(skBeamArr[size_t(selectBeam)])) {
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if (ExitMissile()) {
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if (!CSfxManager::IsPlaying(x2e4_invalidSfx))
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x2e4_invalidSfx = NWeaponTypes::play_sfx(SFXwpn_empty_action, x834_27_underwater, false, 0.165f);
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@ -488,24 +568,20 @@ void CPlayerGun::Reset(CStateManager& mgr, bool b1) {
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void CPlayerGun::ResetBeamParams(CStateManager& mgr, const CPlayerState& playerState, bool playSelectionSfx) {
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StopContinuousBeam(mgr, true);
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if (playerState.ItemEnabled(CPlayerState::EItemType::ChargeBeam))
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if (playerState.ItemEnabled(CPlayerState::EItemType::ChargeBeam)) {
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ResetCharge(mgr, false);
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CAnimPlaybackParms parms(skBeamAnimIds[int(x314_nextBeam)], -1, 1.f, true);
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}
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const CAnimPlaybackParms parms(skBeamAnimIds[size_t(x314_nextBeam)], -1, 1.f, true);
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x6e0_rightHandModel.GetAnimationData()->SetAnimation(parms, false);
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Reset(mgr, false);
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if (playSelectionSfx)
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if (playSelectionSfx) {
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CSfxManager::SfxStart(SFXwpn_morph_out_wipe, 1.f, 0.f, true, 0x7f, false, kInvalidAreaId);
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}
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x2ec_lastFireButtonStates &= ~0x1;
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x320_currentAuxBeam = x310_currentBeam;
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x833_30_canShowAuxMuzzleEffect = true;
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}
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static const u16 skFromMissileSound[] = {SFXwpn_from_missile_power, SFXwpn_from_missile_ice, SFXwpn_from_missile_wave,
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SFXwpn_from_missile_plasma};
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static const u16 skFromBeamSound[] = {SFXsfx0000, SFXwpn_from_beam_ice, SFXwpn_from_beam_wave, SFXwpn_from_beam_plasma};
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static const u16 skToMissileSound[] = {SFXwpn_to_missile_power, SFXwpn_to_missile_ice, SFXwpn_to_missile_wave,
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SFXwpn_to_missile_plasma};
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void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {
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if (x338_nextState != ENextState::ChangeWeapon)
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x72c_currentBeam->PlayAnim(type, loop);
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@ -514,17 +590,17 @@ void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {
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switch (type) {
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case NWeaponTypes::EGunAnimType::FromMissile:
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x2f8_stateFlags &= ~0x4;
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sfx = skFromMissileSound[int(x310_currentBeam)];
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sfx = skFromMissileSound[size_t(x310_currentBeam)];
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break;
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case NWeaponTypes::EGunAnimType::MissileReload:
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sfx = SFXwpn_reload_missile;
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break;
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case NWeaponTypes::EGunAnimType::FromBeam:
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sfx = skFromBeamSound[int(x310_currentBeam)];
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sfx = skFromBeamSound[size_t(x310_currentBeam)];
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break;
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case NWeaponTypes::EGunAnimType::ToMissile:
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x2f8_stateFlags &= ~0x1;
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sfx = skToMissileSound[int(x310_currentBeam)];
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sfx = skToMissileSound[size_t(x310_currentBeam)];
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break;
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default:
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break;
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@ -800,7 +876,7 @@ void CPlayerGun::ChangeWeapon(const CPlayerState& playerState, CStateManager& mg
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if (x730_outgoingBeam != nullptr && x72c_currentBeam != x730_outgoingBeam)
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x730_outgoingBeam->Unload(mgr);
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x734_loadingBeam = x760_selectableBeams[int(x314_nextBeam)];
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x734_loadingBeam = x760_selectableBeams[size_t(x314_nextBeam)];
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if (x734_loadingBeam && x72c_currentBeam != x734_loadingBeam) {
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x734_loadingBeam->Load(mgr, false);
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x744_auxWeapon->Load(x314_nextBeam, mgr);
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@ -894,8 +970,6 @@ void CPlayerGun::CGunMorph::StartWipe(EDir dir) {
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x24_24_morphing = true;
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}
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static const u16 skIntoBeamSound[] = {SFXsfx0000, SFXwpn_into_beam_ice, SFXwpn_into_beam_wave, SFXwpn_into_beam_plasma};
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void CPlayerGun::ProcessGunMorph(float dt, CStateManager& mgr) {
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bool isUnmorphed = mgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
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switch (x678_morph.GetGunState()) {
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@ -909,7 +983,7 @@ void CPlayerGun::ProcessGunMorph(float dt, CStateManager& mgr) {
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x310_currentBeam = x314_nextBeam;
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x320_currentAuxBeam = x314_nextBeam;
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x833_30_canShowAuxMuzzleEffect = true;
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x72c_currentBeam = x760_selectableBeams[int(x314_nextBeam)];
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x72c_currentBeam = x760_selectableBeams[size_t(x314_nextBeam)];
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x738_nextBeam = x72c_currentBeam;
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x678_morph.SetWeaponChanged();
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mgr.GetPlayerState()->SetCurrentBeam(x314_nextBeam);
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@ -935,8 +1009,9 @@ void CPlayerGun::ProcessGunMorph(float dt, CStateManager& mgr) {
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x730_outgoingBeam->Unload(mgr);
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x730_outgoingBeam = nullptr;
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}
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if (isUnmorphed)
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NWeaponTypes::play_sfx(skIntoBeamSound[int(x310_currentBeam)], x834_27_underwater, false, 0.165f);
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if (isUnmorphed) {
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NWeaponTypes::play_sfx(skIntoBeamSound[size_t(x310_currentBeam)], x834_27_underwater, false, 0.165f);
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}
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x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
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x72c_currentBeam->EnableFx(true);
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PlayAnim(NWeaponTypes::EGunAnimType::ToBeam, false);
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@ -969,12 +1044,13 @@ void CPlayerGun::SetPhazonBeamFeedback(bool active) {
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}
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void CPlayerGun::StartPhazonBeamTransition(bool active, CStateManager& mgr, CPlayerState& playerState) {
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if (x833_28_phazonBeamActive == active)
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if (x833_28_phazonBeamActive == active) {
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return;
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x760_selectableBeams[int(x310_currentBeam)]->Unload(mgr);
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x760_selectableBeams[int(x310_currentBeam)] = active ? x75c_phazonBeam.get() : x738_nextBeam;
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}
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x760_selectableBeams[size_t(x310_currentBeam)]->Unload(mgr);
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x760_selectableBeams[size_t(x310_currentBeam)] = active ? x75c_phazonBeam.get() : x738_nextBeam;
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ResetBeamParams(mgr, playerState, false);
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x72c_currentBeam = x760_selectableBeams[int(x310_currentBeam)];
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x72c_currentBeam = x760_selectableBeams[size_t(x310_currentBeam)];
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x833_28_phazonBeamActive = active;
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SetPhazonBeamFeedback(active);
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x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
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@ -1052,20 +1128,12 @@ void CPlayerGun::EnableChargeFx(EChargeState state, CStateManager& mgr) {
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x338_nextState = ENextState::StatusQuo;
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x833_30_canShowAuxMuzzleEffect = true;
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x800_auxMuzzleGenerators[int(x320_currentAuxBeam)] =
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std::make_unique<CElementGen>(x7c0_auxMuzzleEffects[int(x320_currentAuxBeam)]);
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x800_auxMuzzleGenerators[size_t(x320_currentAuxBeam)] =
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std::make_unique<CElementGen>(x7c0_auxMuzzleEffects[size_t(x320_currentAuxBeam)]);
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x800_auxMuzzleGenerators[int(x320_currentAuxBeam)]->SetParticleEmission(true);
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x800_auxMuzzleGenerators[size_t(x320_currentAuxBeam)]->SetParticleEmission(true);
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}
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static constexpr float kChargeSpeed = 1.f / CPlayerState::GetMissileComboChargeFactor();
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static constexpr float kChargeFxStart = 1.f / CPlayerState::GetMissileComboChargeFactor();
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static constexpr float kChargeAnimStart = 0.25f / CPlayerState::GetMissileComboChargeFactor();
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static constexpr float kChargeStart = 0.025f / CPlayerState::GetMissileComboChargeFactor();
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static const u16 skBeamChargeUpSound[] = {SFXwpn_chargeup_power, SFXwpn_chargeup_ice, SFXwpn_chargeup_wave,
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SFXwpn_chargeup_plasma};
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void CPlayerGun::UpdateChargeState(float dt, CStateManager& mgr) {
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switch (x32c_chargePhase) {
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case EChargePhase::ChargeRequested:
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@ -1077,16 +1145,19 @@ void CPlayerGun::UpdateChargeState(float dt, CStateManager& mgr) {
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break;
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case EChargePhase::AnimAndSfx:
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if (!x832_27_chargeAnimStarted) {
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if (x340_chargeBeamFactor > kChargeStart && x832_25_chargeEffectVisible)
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if (x340_chargeBeamFactor > kChargeStart && x832_25_chargeEffectVisible) {
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x832_25_chargeEffectVisible = false;
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}
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if (x340_chargeBeamFactor > kChargeAnimStart) {
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PlayAnim(NWeaponTypes::EGunAnimType::ChargeUp, false);
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if (!x2e0_chargeSfx)
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if (!x2e0_chargeSfx) {
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x2e0_chargeSfx =
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NWeaponTypes::play_sfx(skBeamChargeUpSound[int(x310_currentBeam)], x834_27_underwater, true, 0.165f);
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if (x830_chargeRumbleHandle == -1)
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NWeaponTypes::play_sfx(skBeamChargeUpSound[size_t(x310_currentBeam)], x834_27_underwater, true, 0.165f);
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}
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if (x830_chargeRumbleHandle == -1) {
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x830_chargeRumbleHandle =
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mgr.GetRumbleManager().Rumble(mgr, ERumbleFxId::PlayerGunCharge, 1.f, ERumblePriority::Three);
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}
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x832_27_chargeAnimStarted = true;
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}
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} else {
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||||
|
@ -1208,16 +1279,17 @@ void CPlayerGun::DoUserAnimEvent(float dt, CStateManager& mgr, const CInt32POINo
|
|||
void CPlayerGun::DoUserAnimEvents(float dt, CStateManager& mgr) {
|
||||
zeus::CVector3f posToCam = mgr.GetCameraManager()->GetCurrentCamera(mgr)->GetTranslation() - x3e8_xf.origin;
|
||||
const CAnimData& animData = *x72c_currentBeam->GetSolidModelData().GetAnimationData();
|
||||
for (int i = 0; i < animData.GetPassedSoundPOICount(); ++i) {
|
||||
for (size_t i = 0; i < animData.GetPassedSoundPOICount(); ++i) {
|
||||
const CSoundPOINode& node = CAnimData::g_SoundPOINodes[i];
|
||||
if (node.GetPoiType() != EPOIType::Sound ||
|
||||
(node.GetCharacterIndex() != -1 && animData.x204_charIdx != node.GetCharacterIndex()))
|
||||
(node.GetCharacterIndex() != -1 && animData.x204_charIdx != node.GetCharacterIndex())) {
|
||||
continue;
|
||||
}
|
||||
NWeaponTypes::do_sound_event(x670_animSfx, x328_animSfxPitch, false, node.GetSfxId(), node.GetWeight(),
|
||||
node.GetFlags(), node.GetFalloff(), node.GetMaxDist(), 0.16f, 1.f, posToCam,
|
||||
x3e8_xf.origin, mgr.GetPlayer().GetAreaIdAlways(), mgr);
|
||||
}
|
||||
for (int i = 0; i < animData.GetPassedIntPOICount(); ++i) {
|
||||
for (size_t i = 0; i < animData.GetPassedIntPOICount(); ++i) {
|
||||
const CInt32POINode& node = CAnimData::g_Int32POINodes[i];
|
||||
switch (node.GetPoiType()) {
|
||||
case EPOIType::UserEvent:
|
||||
|
@ -1257,11 +1329,6 @@ void CPlayerGun::CancelLockOn() {
|
|||
}
|
||||
}
|
||||
|
||||
static const CPlayerState::EItemType skItemArr[] = {CPlayerState::EItemType::Invalid,
|
||||
CPlayerState::EItemType::Missiles};
|
||||
|
||||
static const u16 skItemEmptySound[] = {SFXsfx0000, SFXwpn_empty_action};
|
||||
|
||||
void CPlayerGun::FireSecondary(float dt, CStateManager& mgr) {
|
||||
if (mgr.GetCameraManager()->IsInCinematicCamera())
|
||||
return;
|
||||
|
@ -1364,7 +1431,7 @@ void CPlayerGun::ProcessChargeState(u32 releasedStates, u32 pressedStates, CStat
|
|||
}
|
||||
} else if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::Missiles) && (pressedStates & 0x2) != 0) {
|
||||
if (x32c_chargePhase >= EChargePhase::FxGrown) {
|
||||
if (mgr.GetPlayerState()->HasPowerUp(skBeamComboArr[int(x310_currentBeam)]))
|
||||
if (mgr.GetPlayerState()->HasPowerUp(skBeamComboArr[size_t(x310_currentBeam)]))
|
||||
ActivateCombo(mgr);
|
||||
} else if (x32c_chargePhase == EChargePhase::NotCharging) {
|
||||
FireSecondary(dt, mgr);
|
||||
|
@ -1568,15 +1635,20 @@ void CPlayerGun::AsyncLoadFidget(CStateManager& mgr) {
|
|||
}
|
||||
|
||||
bool CPlayerGun::IsFidgetLoaded() const {
|
||||
int loadFlags = 0;
|
||||
if ((x2fc_fidgetAnimBits & 0x1) == 0x1 && x73c_gunMotion->GunController().IsFidgetLoaded())
|
||||
u32 loadFlags = 0;
|
||||
if ((x2fc_fidgetAnimBits & 0x1) == 0x1 && x73c_gunMotion->GunController().IsFidgetLoaded()) {
|
||||
loadFlags |= 0x1;
|
||||
if ((x2fc_fidgetAnimBits & 0x2) == 0x2 && x72c_currentBeam->IsFidgetLoaded())
|
||||
}
|
||||
if ((x2fc_fidgetAnimBits & 0x2) == 0x2 && x72c_currentBeam->IsFidgetLoaded()) {
|
||||
loadFlags |= 0x2;
|
||||
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
|
||||
if (CGunController* gc = x740_grappleArm->GunController())
|
||||
if (gc->IsFidgetLoaded())
|
||||
}
|
||||
if ((x2fc_fidgetAnimBits & 0x4) == 0x4) {
|
||||
if (CGunController* gc = x740_grappleArm->GunController()) {
|
||||
if (gc->IsFidgetLoaded()) {
|
||||
loadFlags |= 0x4;
|
||||
}
|
||||
}
|
||||
}
|
||||
return x2fc_fidgetAnimBits == loadFlags;
|
||||
}
|
||||
|
||||
|
@ -1711,10 +1783,6 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
|
|||
}
|
||||
}
|
||||
|
||||
static const float chargeShakeTbl[] = {-0.001f, 0.f, 0.001f};
|
||||
static const CMaterialFilter sAimFilter =
|
||||
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
|
||||
|
||||
void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr) {
|
||||
CPlayer& player = mgr.GetPlayer();
|
||||
CPlayerState& playerState = *mgr.GetPlayerState();
|
||||
|
@ -1898,7 +1966,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
|
|||
bool emitting = x833_30_canShowAuxMuzzleEffect ? x344_comboXferTimer < 1.f : false;
|
||||
zeus::CVector3f scale((emitting && x832_26_comboFiring) ? (1.f - x344_comboXferTimer) * 2.f : 2.f);
|
||||
x72c_currentBeam->UpdateMuzzleFx(advDt, scale, x418_beamLocalXf.origin, emitting);
|
||||
CElementGen& gen = *x800_auxMuzzleGenerators[int(x320_currentAuxBeam)];
|
||||
CElementGen& gen = *x800_auxMuzzleGenerators[size_t(x320_currentAuxBeam)];
|
||||
gen.SetGlobalOrientAndTrans(x418_beamLocalXf);
|
||||
gen.SetGlobalScale(scale);
|
||||
gen.SetParticleEmission(emitting);
|
||||
|
@ -2026,11 +2094,6 @@ void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frust
|
|||
g_Renderer->AllocatePhazonSuitMaskTexture();
|
||||
}
|
||||
|
||||
static const CModelFlags kThermalFlags[] = {{0, 0, 3, zeus::skWhite},
|
||||
{5, 0, 3, zeus::CColor(0.f, 0.5f)},
|
||||
{0, 0, 3, zeus::skWhite},
|
||||
{0, 0, 3, zeus::skWhite}};
|
||||
|
||||
void CPlayerGun::RenderEnergyDrainEffects(const CStateManager& mgr) const {
|
||||
if (TCastToConstPtr<CPlayer> player = mgr.GetObjectById(x538_playerId)) {
|
||||
for (const auto& source : player->GetEnergyDrain().GetEnergyDrainSources()) {
|
||||
|
@ -2081,45 +2144,49 @@ void CPlayerGun::DrawClipCube(const zeus::CAABox& aabb) const {
|
|||
m_aaboxShader.draw(zeus::skClear);
|
||||
}
|
||||
|
||||
static const CModelFlags kHandThermalFlag = {7, 0, 3, zeus::skWhite};
|
||||
static const CModelFlags kHandHoloFlag = {1, 0, 3, zeus::CColor(0.75f, 0.5f, 0.f, 1.f)};
|
||||
|
||||
void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const {
|
||||
SCOPED_GRAPHICS_DEBUG_GROUP("CPlayerGun::Render", zeus::skMagenta);
|
||||
|
||||
CGraphics::CProjectionState projState = CGraphics::GetProjectionState();
|
||||
CModelFlags useFlags = flags;
|
||||
if (x0_lights.HasShadowLight())
|
||||
if (x0_lights.HasShadowLight()) {
|
||||
useFlags.m_extendedShader = EExtendedShader::LightingCubeReflectionWorldShadow;
|
||||
}
|
||||
CModelFlags beamFlags = useFlags;
|
||||
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal)
|
||||
beamFlags = kThermalFlags[int(x310_currentBeam)];
|
||||
else if (x835_26_phazonBeamMorphing)
|
||||
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal) {
|
||||
beamFlags = kThermalFlags[size_t(x310_currentBeam)];
|
||||
} else if (x835_26_phazonBeamMorphing) {
|
||||
beamFlags.x4_color = zeus::CColor::lerp(zeus::skWhite, zeus::skBlack, x39c_phazonMorphT);
|
||||
}
|
||||
|
||||
const CGameCamera* cam = mgr.GetCameraManager()->GetCurrentCamera(mgr);
|
||||
CGraphics::SetDepthRange(DEPTH_GUN, DEPTH_WORLD);
|
||||
zeus::CTransform offsetWorldXf = zeus::CTransform::Translate(pos) * x4a8_gunWorldXf;
|
||||
zeus::CTransform elbowOffsetXf = offsetWorldXf * x508_elbowLocalXf;
|
||||
if (x32c_chargePhase != EChargePhase::NotCharging && (x2f8_stateFlags & 0x10) != 0x10)
|
||||
if (x32c_chargePhase != EChargePhase::NotCharging && (x2f8_stateFlags & 0x10) != 0x10) {
|
||||
offsetWorldXf.origin += zeus::CVector3f(x34c_shakeX, 0.f, x350_shakeZ);
|
||||
}
|
||||
|
||||
zeus::CTransform oldViewMtx = CGraphics::g_ViewMatrix;
|
||||
CGraphics::SetViewPointMatrix(offsetWorldXf.inverse() * oldViewMtx);
|
||||
CGraphics::SetModelMatrix(zeus::CTransform());
|
||||
if (x32c_chargePhase >= EChargePhase::FxGrown && x32c_chargePhase < EChargePhase::ComboXfer)
|
||||
x800_auxMuzzleGenerators[int(x320_currentAuxBeam)]->Render();
|
||||
if (x32c_chargePhase >= EChargePhase::FxGrown && x32c_chargePhase < EChargePhase::ComboXfer) {
|
||||
x800_auxMuzzleGenerators[size_t(x320_currentAuxBeam)]->Render();
|
||||
}
|
||||
|
||||
if (x832_25_chargeEffectVisible && (x38c_muzzleEffectVisTimer > 0.f || x32c_chargePhase > EChargePhase::AnimAndSfx))
|
||||
if (x832_25_chargeEffectVisible && (x38c_muzzleEffectVisTimer > 0.f || x32c_chargePhase > EChargePhase::AnimAndSfx)) {
|
||||
x72c_currentBeam->DrawMuzzleFx(mgr);
|
||||
}
|
||||
|
||||
if (x678_morph.GetGunState() == CGunMorph::EGunState::InWipe ||
|
||||
x678_morph.GetGunState() == CGunMorph::EGunState::OutWipe)
|
||||
x678_morph.GetGunState() == CGunMorph::EGunState::OutWipe) {
|
||||
x774_holoTransitionGen->Render();
|
||||
}
|
||||
|
||||
CGraphics::SetViewPointMatrix(oldViewMtx);
|
||||
if ((x2f8_stateFlags & 0x10) == 0x10)
|
||||
if ((x2f8_stateFlags & 0x10) == 0x10) {
|
||||
x744_auxWeapon->RenderMuzzleFx();
|
||||
}
|
||||
|
||||
x72c_currentBeam->PreRenderGunFx(mgr, offsetWorldXf);
|
||||
bool drawSuitArm =
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
#include <array>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
|
@ -215,7 +216,7 @@ private:
|
|||
std::unique_ptr<CWaveBeam> x754_waveBeam;
|
||||
std::unique_ptr<CPlasmaBeam> x758_plasmaBeam;
|
||||
std::unique_ptr<CPhazonBeam> x75c_phazonBeam;
|
||||
CGunWeapon* x760_selectableBeams[4] = {}; // Used to be reserved_vector
|
||||
std::array<CGunWeapon*, 4> x760_selectableBeams{}; // Used to be reserved_vector
|
||||
std::unique_ptr<CElementGen> x774_holoTransitionGen;
|
||||
std::unique_ptr<CElementGen> x77c_comboXferGen;
|
||||
rstl::reserved_vector<rstl::reserved_vector<TLockedToken<CGenDescription>, 2>, 2> x784_bombEffects;
|
||||
|
|
Loading…
Reference in New Issue