mirror of https://github.com/AxioDL/metaforce.git
Finish CPlayerGun
This commit is contained in:
parent
ddb1d584b7
commit
35ab6e4803
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@ -15,8 +15,9 @@ class CPlayerState
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{
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friend class CWorldTransManager;
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public:
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enum class EItemType : u32
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enum class EItemType : s32
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{
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Invalid = -1,
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PowerBeam = 0,
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IceBeam = 1,
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WaveBeam = 2,
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@ -127,7 +128,7 @@ public:
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float sub_80091204() const;
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u32 GetMissileCostForAltAttack() const;
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static float GetMissileComboChargeFactor() { return 1.8f; }
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static constexpr float GetMissileComboChargeFactor() { return 1.8f; }
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u32 CalculateItemCollectionRate() const;
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CHealthInfo& HealthInfo();
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@ -85,6 +85,7 @@ class CAnimData
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{
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friend class CModelData;
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friend class CActor;
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friend class CPlayerGun;
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public:
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enum class EAnimDir
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{
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@ -17,7 +17,7 @@ public:
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void Update(float);
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void StopRumble(s16) {}
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void Rumble(CStateManager&, ERumbleFxId, ERumblePriority priority) {}
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void Rumble(CStateManager&, ERumbleFxId, float, ERumblePriority priority) {}
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s16 Rumble(CStateManager&, ERumbleFxId, float, ERumblePriority priority) {return 0;}
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};
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}
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@ -9,13 +9,15 @@ enum class ERumbleFxId
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{
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Seven = 7,
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Eleven = 11,
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Twelve = 12,
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Fifteen = 15
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};
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enum class ERumblePriority
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{
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None = 0,
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One = 1,
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Two = 2
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Two = 2,
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Three = 3
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};
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struct SAdsrData;
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@ -28,6 +28,18 @@ void CAuxWeapon::StopComboFx(CStateManager& mgr, bool b1)
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}
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bool CAuxWeapon::UpdateComboFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos,
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const zeus::CTransform& xf, CStateManager& mgr)
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{
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return false;
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}
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void CAuxWeapon::Fire(bool underwater, CPlayerState::EBeamId currentBeam, EChargeState chargeState,
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const zeus::CTransform& xf, CStateManager& mgr, EWeaponType type, TUniqueId homingId)
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{
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}
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void CAuxWeapon::LoadIdle()
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{
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@ -38,4 +50,14 @@ void CAuxWeapon::RenderMuzzleFx() const
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}
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TUniqueId CAuxWeapon::HasTarget(const CStateManager& mgr) const
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{
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return {};
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}
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void CAuxWeapon::SetNewTarget(TUniqueId targetId, CStateManager& mgr)
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{
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}
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}
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@ -4,6 +4,7 @@
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#include "CPlayerState.hpp"
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#include "RetroTypes.hpp"
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#include "CStateManager.hpp"
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#include "CGunWeapon.hpp"
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namespace urde
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{
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@ -17,9 +18,15 @@ public:
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bool IsComboFxActive(const CStateManager& mgr) const;
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void Load(CPlayerState::EBeamId curBeam, CStateManager& mgr);
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void StopComboFx(CStateManager& mgr, bool b1);
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bool UpdateComboFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos,
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const zeus::CTransform& xf, CStateManager& mgr);
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void Fire(bool underwater, CPlayerState::EBeamId currentBeam, EChargeState chargeState,
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const zeus::CTransform& xf, CStateManager& mgr, EWeaponType type, TUniqueId homingId);
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void LoadIdle();
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bool IsLoaded() const { return x80_24_isLoaded; }
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void RenderMuzzleFx() const;
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TUniqueId HasTarget(const CStateManager& mgr) const;
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void SetNewTarget(TUniqueId targetId, CStateManager& mgr);
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};
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}
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@ -3,7 +3,7 @@
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namespace urde
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{
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CFidget::EState CFidget::Update(int fire, bool bobbing, bool b1, float dt, CStateManager& mgr)
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CFidget::EState CFidget::Update(int fire, bool bobbing, bool inStrikeCooldown, float dt, CStateManager& mgr)
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{
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return EState::Zero;
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}
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@ -41,7 +41,7 @@ public:
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EState GetState() const { return x0_state; }
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SamusGun::EFidgetType GetType() const { return x4_type; }
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s32 GetParm2() const { return xc_parm2; }
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EState Update(int fire, bool bobbing, bool b1, float dt, CStateManager& mgr);
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EState Update(int fire, bool bobbing, bool inStrikeCooldown, float dt, CStateManager& mgr);
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void ResetMinor();
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void ResetAll();
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void DoneLoading() { x34_24_loading = false; }
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@ -82,6 +82,11 @@ void CGrappleArm::EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr)
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}
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void CGrappleArm::EnterComboFire(s32 gunId, CStateManager& mgr)
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{
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}
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void CGrappleArm::ReturnToDefault(CStateManager& mgr, float f1, bool b1)
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{
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@ -77,6 +77,7 @@ public:
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void EnterIdle(CStateManager& mgr);
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void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 parm2);
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void EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr);
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void EnterComboFire(s32 gunId, CStateManager& mgr);
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void ReturnToDefault(CStateManager& mgr, float f1, bool b1);
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CGunController* GunController() { return x328_gunController.get(); }
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};
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@ -1,6 +1,7 @@
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#include "CGunWeapon.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CSimplePool.hpp"
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#include "Character/CModelData.hpp"
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namespace urde
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{
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@ -55,6 +56,24 @@ void CGunWeapon::AsyncLoadSuitArm(CStateManager& mgr)
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{
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}
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void CGunWeapon::AllocResPools(CPlayerState::EBeamId)
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{
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}
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static const s32 skAnimTypeList[] = { 0, 4, 1, 2, 3, 5, 6, 7, 8, 9, 10 };
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void CGunWeapon::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop)
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{
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if (x218_26 && type >= NWeaponTypes::EGunAnimType::BasePosition &&
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type <= NWeaponTypes::EGunAnimType::ToBeam)
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{
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x10_solidModelData->AnimationData()->EnableLooping(loop);
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CAnimPlaybackParms parms(skAnimTypeList[int(type)], -1, 1.f, true);
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x10_solidModelData->AnimationData()->SetAnimation(parms, false);
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}
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}
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void CGunWeapon::BuildSecondaryEffect(ESecondaryFxType type)
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{
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switch (type)
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@ -124,4 +143,9 @@ zeus::CAABox CGunWeapon::GetBounds(const zeus::CTransform& xf) const
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return zeus::CAABox::skNullBox;
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}
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bool CGunWeapon::IsChargeAnimOver() const
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{
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return false;
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}
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}
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@ -63,7 +63,7 @@ protected:
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TToken<CAnimCharacterSet> x104_gunCharacter;
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TToken<CAnimCharacterSet> x13c_armCharacter;
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rstl::reserved_vector<TCachedToken<CWeaponDescription>, 2> x144_weapons;
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TToken<CGenDescription> x160_xferEffect;
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TCachedToken<CGenDescription> x160_xferEffect;
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rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x16c_muzzleEffects;
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rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x188_secondaryEffects;
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rstl::reserved_vector<std::unique_ptr<CElementGen>, 2> x1a4_muzzleGenerators;
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@ -84,7 +84,7 @@ protected:
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struct
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{
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bool x218_24 : 1;
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bool x218_25 : 1;
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bool x218_25_enableCharge : 1;
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bool x218_26 : 1;
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bool x218_27 : 1;
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bool x218_28 : 1;
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@ -97,12 +97,11 @@ public:
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CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes, const zeus::CVector3f& scale);
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void AsyncLoadSuitArm(CStateManager& mgr);
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void AllocResPools(CPlayerState::EBeamId);
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virtual void Reset(CStateManager&) {}
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virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {}
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virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
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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 UpdateGunFx(bool shotSmoke, float, const CStateManager&, const zeus::CTransform&) {}
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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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@ -123,7 +122,9 @@ public:
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const CVelocityInfo& GetVelocityInfo() const { return x1d0_velInfo; }
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void SetRainSplashGenerator(CRainSplashGenerator* g) { x1bc_rainSplashGenerator = g; }
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CElementGen* GetChargeMuzzleFx() const { return x1a4_muzzleGenerators[1].get(); }
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const TToken<CGenDescription>& GetComboXferDescr() const { return x160_xferEffect; }
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void ReturnToDefault(CStateManager& mgr) {}
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bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle) { return false; }
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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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@ -133,9 +134,13 @@ public:
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bool HasSolidModelData() const { return x10_solidModelData.operator bool(); }
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CModelData& GetSolidModelData() { return *x10_solidModelData; }
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const SWeaponInfo& GetWeaponInfo() const;
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EWeaponType GetWeaponType() const { return x1c0_weaponType; }
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zeus::CAABox GetBounds() const;
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zeus::CAABox GetBounds(const zeus::CTransform& xf) const;
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bool ComboFireOver() const { return x100_gunController->IsComboOver(); }
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bool IsChargeAnimOver() const;
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void SetLeavingBeam(bool leaving) { x218_29_leavingBeam = leaving; }
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void EnableCharge(bool c) { x218_25_enableCharge = c; }
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};
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}
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@ -31,4 +31,10 @@ void CPhazonBeam::StopBeam(CStateManager& mgr, bool b1)
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}
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void CPhazonBeam::UpdateBeam(float dt, const zeus::CTransform& targetXf,
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const zeus::CVector3f& localBeamPos, CStateManager& mgr)
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{
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}
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}
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@ -29,6 +29,8 @@ public:
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void SetX274_25(bool b) { x274_25 = b; }
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void SetX274_26(bool b) { x274_26 = b; }
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void StopBeam(CStateManager& mgr, bool b1);
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void UpdateBeam(float dt, const zeus::CTransform& targetXf,
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const zeus::CVector3f& localBeamPos, CStateManager& mgr);
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};
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}
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@ -22,6 +22,8 @@ public:
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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bool IsFiring() const { return x234_ > 0.f; }
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void StopBeam(CStateManager& mgr, bool b1) {}
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void UpdateBeam(float dt, const zeus::CTransform& targetXf,
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const zeus::CVector3f& localBeamPos, CStateManager& mgr) {}
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};
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}
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File diff suppressed because it is too large
Load Diff
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@ -38,12 +38,47 @@ public:
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Bomb,
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PowerBomb
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};
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enum class EGunOverrideMode
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enum class EPhazonBeamState
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{
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Normal,
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One,
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Two,
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Three
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Inactive,
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Entering,
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Exiting,
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Active
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};
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enum class EChargePhase
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{
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NotCharging,
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ChargeRequested,
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AnimAndSfx,
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FxGrowing,
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FxGrown,
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ComboXfer,
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ComboXferDone,
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ComboFire,
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ComboFireDone,
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ChargeCancelled,
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ChargeDone
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};
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enum class ENextState
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{
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StatusQuo,
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EnterMissile,
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ExitMissile,
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MissileShotDone,
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MissileReload,
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ChangeWeapon,
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SetupBeam,
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Seven,
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EnterPhazonBeam,
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ExitPhazonBeam
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};
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enum class EIdleState
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{
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NotIdle,
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Wander,
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Idle,
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Three,
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Four
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};
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private:
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class CGunMorph
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@ -107,25 +142,31 @@ private:
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{
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Zero,
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One,
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Two
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LockOn,
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CancelLockOn
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};
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enum class EFireState
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{
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NotFiring,
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StartFire,
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Firing
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};
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private:
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static float gGunExtendDistance;
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bool x0_24_ = true;
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float x4_ = 0.f;
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float x8_ = 0.f;
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float xc_ = 0.f;
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float x10_ = 0.f;
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float x14_ = 0.f;
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float x18_ = 0.f;
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float x1c_ = 0.f;
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bool x0_24_extendParabola = true;
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float x4_extendParabolaDelayTimer = 0.f;
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float x8_fireTime = 0.f;
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float xc_curExtendDist = 0.f;
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float x10_curRotation = 0.f;
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float x14_rotationT = 0.f;
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float x18_startRotation = 0.f;
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float x1c_endRotation = 0.f;
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EMotionState x20_state = EMotionState::Zero;
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u32 x24_ = 0;
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EFireState x24_fireState = EFireState::NotFiring;
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public:
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static void SetExtendDistance(float d) { gGunExtendDistance = d; }
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void SetState(EMotionState state) { x20_state = state; }
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void Update(bool b1, float dt, zeus::CTransform& xf, CStateManager& mgr);
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void Update(bool firing, float dt, zeus::CTransform& xf, CStateManager& mgr);
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};
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CActorLights x0_lights;
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@ -136,49 +177,50 @@ private:
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u32 x2ec_lastFireButtonStates = 0;
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u32 x2f0_pressedFireButtonStates = 0;
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u32 x2f4_fireButtonStates = 0;
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u32 x2f8_ = 1;
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// 0x1: beam mode, 0x2: missile mode, 0x4: missile ready, 0x8: morphing, 0x10: combo fire
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u32 x2f8_stateFlags = 0x1;
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u32 x2fc_fidgetAnimBits = 0;
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u32 x300_ = 0;
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u32 x300_remainingMissiles = 0;
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u32 x304_ = 0;
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u32 x308_bombCount = 3;
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u32 x30c_ = 0;
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u32 x30c_rapidFireShots = 0;
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CPlayerState::EBeamId x310_currentBeam = CPlayerState::EBeamId::Power;
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CPlayerState::EBeamId x314_nextBeam = CPlayerState::EBeamId::Power;
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u32 x318_ = 0;
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u32 x318_comboAmmoIdx = 0;
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EMissleMode x31c_missileMode = EMissleMode::Inactive;
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CPlayerState::EBeamId x320_currentAuxBeam = CPlayerState::EBeamId::Power;
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u32 x324_ = 4;
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u32 x328_ = 0x2000;
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u32 x32c_ = 0;
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EIdleState x324_idleState = EIdleState::Four;
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float x328_animSfxPitch = 0.f;
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EChargePhase x32c_chargePhase = EChargePhase::NotCharging;
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EChargeState x330_chargeState = EChargeState::Normal;
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u32 x334_ = 0;
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u32 x338_ = 0;
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EGunOverrideMode x33c_gunOverrideMode = EGunOverrideMode::Normal;
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ENextState x338_nextState = ENextState::StatusQuo;
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EPhazonBeamState x33c_phazonBeamState = EPhazonBeamState::Inactive;
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float x340_chargeBeamFactor = 0.f;
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float x344_ = 0.f;
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float x348_ = 0.f;
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float x344_comboXferTimer = 0.f;
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float x348_chargeCancelTimer = 0.f;
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float x34c_shakeX = 0.f;
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float x350_shakeZ = 0.f;
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float x354_bombFuseTime;
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float x358_bombDropDelayTime;
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float x35c_bombTime = 0.f;
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float x360_ = 0.f;
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float x364_ = 0.f;
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float x368_ = 0.f;
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float x364_gunStrikeCoolTimer = 0.f;
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float x368_idleWanderDelayTimer = 0.f;
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float x36c_ = 1.f;
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float x370_gunMotionSpeedMult = 1.f;
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float x374_ = 0.f;
|
||||
float x378_ = 0.f;
|
||||
float x37c_ = 0.f;
|
||||
float x380_ = 0.f;
|
||||
float x384_ = 0.f;
|
||||
float x388_ = 0.f;
|
||||
float x38c_ = 0.f;
|
||||
float x378_shotSmokeStartTimer = 0.f;
|
||||
float x37c_rapidFireShotsDecayTimer = 0.f;
|
||||
float x380_shotSmokeTimer = 0.f;
|
||||
float x384_gunStrikeDelayTimer = 0.f;
|
||||
float x388_enterFreeLookDelayTimer = 0.f;
|
||||
float x38c_muzzleEffectVisTimer = 0.f;
|
||||
float x390_cooldown = 0.f;
|
||||
float x394_damageTimer = 0.f;
|
||||
float x398_damageAmt = 0.f;
|
||||
float x39c_phazonMorphT = 0.f;
|
||||
float x3a0_ = 0.f;
|
||||
float x3a0_missileExitTimer = 0.f;
|
||||
CFidget x3a4_fidget;
|
||||
zeus::CVector3f x3dc_damageLocation;
|
||||
zeus::CTransform x3e8_xf;
|
||||
|
@ -199,8 +241,7 @@ private:
|
|||
float x664_ = 0.f;
|
||||
float x668_aimVerticalSpeed;
|
||||
float x66c_aimHorizontalSpeed;
|
||||
TUniqueId x670_ = kInvalidUniqueId;
|
||||
u32 x674_ = 0;
|
||||
std::pair<u16, CSfxHandle> x670_animSfx = {0xffff, {}};
|
||||
CGunMorph x678_morph;
|
||||
CMotionState x6a0_motionState;
|
||||
zeus::CAABox x6c8_hologramClipCube;
|
||||
|
@ -220,7 +261,7 @@ private:
|
|||
std::unique_ptr<CPhazonBeam> x75c_phazonBeam;
|
||||
CGunWeapon* x760_selectableBeams[4] = {}; // Used to be reserved_vector
|
||||
std::unique_ptr<CElementGen> x774_holoTransitionGen;
|
||||
std::unique_ptr<CElementGen> x77c_;
|
||||
std::unique_ptr<CElementGen> x77c_comboXferGen;
|
||||
rstl::reserved_vector<rstl::reserved_vector<TLockedToken<CGenDescription>, 2>, 2> x784_bombEffects;
|
||||
rstl::reserved_vector<TLockedToken<CGenDescription>, 5> x7c0_auxMuzzleEffects;
|
||||
rstl::reserved_vector<std::unique_ptr<CElementGen>, 5> x800_auxMuzzleGenerators;
|
||||
|
@ -231,14 +272,14 @@ private:
|
|||
{
|
||||
struct
|
||||
{
|
||||
bool x832_24_ : 1;
|
||||
bool x832_25_ : 1;
|
||||
bool x832_26_ : 1;
|
||||
bool x832_27_ : 1;
|
||||
bool x832_28_ : 1;
|
||||
bool x832_29_ : 1;
|
||||
bool x832_30_ : 1;
|
||||
bool x832_31_ : 1;
|
||||
bool x832_24_cancellingCharge : 1;
|
||||
bool x832_25_chargeEffectVisible : 1;
|
||||
bool x832_26_comboFiring : 1;
|
||||
bool x832_27_chargeAnimStarted : 1;
|
||||
bool x832_28_readyForShot : 1;
|
||||
bool x832_29_lockedOn : 1;
|
||||
bool x832_30_requestReturnToDefault : 1;
|
||||
bool x832_31_inRestPose : 1;
|
||||
|
||||
bool x833_24_isFidgeting : 1;
|
||||
bool x833_25_ : 1;
|
||||
|
@ -246,17 +287,17 @@ private:
|
|||
bool x833_27_ : 1;
|
||||
bool x833_28_phazonBeamActive : 1;
|
||||
bool x833_29_pointBlankWorldSurface : 1;
|
||||
bool x833_30_ : 1;
|
||||
bool x833_31_ : 1;
|
||||
bool x833_30_canShowAuxMuzzleEffect : 1;
|
||||
bool x833_31_inFreeLook : 1;
|
||||
|
||||
bool x834_24_charging : 1;
|
||||
bool x834_25_ : 1;
|
||||
bool x834_26_ : 1;
|
||||
bool x834_25_gunMotionFidgeting : 1;
|
||||
bool x834_26_animPlaying : 1;
|
||||
bool x834_27_underwater : 1;
|
||||
bool x834_28_ : 1;
|
||||
bool x834_28_requestImmediateRecharge : 1;
|
||||
bool x834_29_frozen : 1;
|
||||
bool x834_30_inBigStrike : 1;
|
||||
bool x834_31_ : 1;
|
||||
bool x834_31_gunMotionInFidgetBasePosition : 1;
|
||||
|
||||
bool x835_24_canFirePhazon : 1;
|
||||
bool x835_25_inPhazonBeam : 1;
|
||||
|
@ -277,7 +318,7 @@ private:
|
|||
void LoadHandAnimTokens();
|
||||
void CreateGunLight(CStateManager& mgr);
|
||||
void DeleteGunLight(CStateManager& mgr);
|
||||
void UpdateGunLight(const zeus::CTransform& pos, CStateManager& mgr);
|
||||
void UpdateGunLight(const zeus::CTransform& xf, CStateManager& mgr);
|
||||
void SetGunLightActive(bool active, CStateManager& mgr);
|
||||
void SetPhazonBeamMorph(bool intoPhazonBeam);
|
||||
void Reset(CStateManager& mgr, bool b1);
|
||||
|
@ -288,7 +329,7 @@ private:
|
|||
bool ExitMissile();
|
||||
void StopChargeSound(CStateManager& mgr);
|
||||
void UnLoadFidget();
|
||||
void ReturnArmAndGunToDefault(CStateManager& mgr, bool b1);
|
||||
void ReturnArmAndGunToDefault(CStateManager& mgr, bool returnToDefault);
|
||||
void ReturnToRestPose();
|
||||
void ChangeWeapon(const CPlayerState& playerState, CStateManager& mgr);
|
||||
void GetLctrWithShake(zeus::CTransform& xfOut, const CModelData& mData, const std::string& lctrName,
|
||||
|
@ -298,8 +339,10 @@ private:
|
|||
void SetPhazonBeamFeedback(bool active);
|
||||
void StartPhazonBeamTransition(bool active, CStateManager& mgr, CPlayerState& playerState);
|
||||
void ProcessPhazonGunMorph(float dt, CStateManager& mgr);
|
||||
void EnableChargeFx(EChargeState state, CStateManager& mgr);
|
||||
void UpdateChargeState(float dt, CStateManager& mgr);
|
||||
void UpdateAuxWeapons(float dt, const zeus::CTransform& targetXf, CStateManager& mgr);
|
||||
void DoUserAnimEvent(float dt, CStateManager& mgr, const CInt32POINode& node, EUserEventType type);
|
||||
void DoUserAnimEvents(float dt, CStateManager& mgr);
|
||||
TUniqueId GetTargetId(CStateManager& mgr) const;
|
||||
void CancelLockOn();
|
||||
|
@ -316,7 +359,7 @@ private:
|
|||
void AsyncLoadFidget(CStateManager& mgr);
|
||||
bool IsFidgetLoaded() const;
|
||||
void EnterFidget(CStateManager& mgr);
|
||||
void UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr);
|
||||
void UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, CStateManager& mgr);
|
||||
void RenderEnergyDrainEffects(const CStateManager& mgr) const;
|
||||
void DrawArm(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const;
|
||||
zeus::CVector3f ConvertToScreenSpace(const zeus::CVector3f& pos, const CGameCamera& cam) const;
|
||||
|
|
|
@ -10,7 +10,7 @@ class CPowerBeam : public CGunWeapon
|
|||
{
|
||||
TCachedToken<CGenDescription> x21c_shotSmoke;
|
||||
TCachedToken<CGenDescription> x228_power2nd1;
|
||||
u32 x234_ = 0;
|
||||
std::unique_ptr<CElementGen> x234_shotSmokeGen;
|
||||
float x23c_ = 0.f;
|
||||
u32 x240_ = 0;
|
||||
bool x244_24 : 1;
|
||||
|
|
|
@ -3,6 +3,8 @@
|
|||
#include "GameGlobalObjects.hpp"
|
||||
#include "CSimplePool.hpp"
|
||||
#include "Character/CPrimitive.hpp"
|
||||
#include "Audio/CSfxManager.hpp"
|
||||
#include "CStateManager.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
@ -78,5 +80,83 @@ void get_token_vector(CAnimData& animData, int animIdx, std::vector<CToken>& tok
|
|||
primitive_set_to_token_vector(animData, prims, tokensOut, preLock);
|
||||
}
|
||||
|
||||
void do_sound_event(std::pair<u16, CSfxHandle>& sfxHandle, float& pitch, bool doPitchBend, u32 soundId,
|
||||
float weight, u32 flags, float falloff, float maxDist, float minVol, float maxVol,
|
||||
const zeus::CVector3f& posToCam, const zeus::CVector3f& pos, TAreaId aid,
|
||||
CStateManager& mgr)
|
||||
{
|
||||
if (posToCam.magSquared() >= maxDist * maxDist)
|
||||
return;
|
||||
|
||||
u16 useSfxId = CSfxManager::TranslateSFXID(u16(soundId));
|
||||
u32 useFlags = 0x1; // Continuous parameter update
|
||||
if ((flags & 0x8) != 0)
|
||||
useFlags |= 0x8; // Doppler effect
|
||||
bool useAcoustics = (flags & 0x80) == 0;
|
||||
|
||||
CAudioSys::C3DEmitterParmData parms;
|
||||
parms.x0_pos = pos;
|
||||
parms.xc_dir = zeus::CVector3f::skUp;
|
||||
parms.x18_maxDist = maxDist;
|
||||
parms.x1c_distComp = falloff;
|
||||
parms.x20_flags = useFlags;
|
||||
parms.x24_sfxId = useSfxId;
|
||||
parms.x26_maxVol = maxVol;
|
||||
parms.x27_minVol = minVol;
|
||||
parms.x28_important = false;
|
||||
parms.x29_prio = 0x7f;
|
||||
|
||||
if (mgr.GetActiveRandom()->Float() <= weight)
|
||||
{
|
||||
if ((soundId & 0x80000000) != 0)
|
||||
{
|
||||
if (!sfxHandle.second)
|
||||
{
|
||||
CSfxHandle hnd;
|
||||
if ((soundId & 0x40000000) != 0)
|
||||
hnd = CSfxManager::SfxStart(useSfxId, 1.f, 0.f, true, 0x7f, true, aid);
|
||||
else
|
||||
hnd = CSfxManager::AddEmitter(parms, useAcoustics, 0x7f, true, aid);
|
||||
if (hnd)
|
||||
{
|
||||
sfxHandle.first = useSfxId;
|
||||
sfxHandle.second = hnd;
|
||||
if (doPitchBend)
|
||||
CSfxManager::PitchBend(hnd, pitch);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sfxHandle.first == useSfxId)
|
||||
{
|
||||
CSfxManager::UpdateEmitter(sfxHandle.second, parms.x0_pos, parms.xc_dir, parms.x26_maxVol);
|
||||
}
|
||||
else if ((flags & 0x4) != 0) // Pausable
|
||||
{
|
||||
CSfxManager::RemoveEmitter(sfxHandle.second);
|
||||
CSfxHandle hnd = CSfxManager::AddEmitter(parms, useAcoustics, 0x7f, true, aid);
|
||||
if (hnd)
|
||||
{
|
||||
sfxHandle.first = useSfxId;
|
||||
sfxHandle.second = hnd;
|
||||
if (doPitchBend)
|
||||
CSfxManager::PitchBend(hnd, pitch);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
CSfxHandle hnd;
|
||||
if ((soundId & 0x40000000) != 0)
|
||||
hnd = CSfxManager::SfxStart(useSfxId, 1.f, 0.f, true, 0x7f, false, aid);
|
||||
else
|
||||
hnd = CSfxManager::AddEmitter(parms, useAcoustics, 0x7f, false, aid);
|
||||
if (doPitchBend)
|
||||
CSfxManager::PitchBend(hnd, pitch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
|
||||
#include "RetroTypes.hpp"
|
||||
#include "DataSpec/DNACommon/Tweaks/ITweakPlayerGun.hpp"
|
||||
#include "Audio/CSfxManager.hpp"
|
||||
#include <set>
|
||||
|
||||
namespace urde
|
||||
|
@ -10,6 +11,8 @@ namespace urde
|
|||
class CAnimData;
|
||||
class CToken;
|
||||
class CPrimitive;
|
||||
class CStateManager;
|
||||
|
||||
enum class EWeaponType
|
||||
{
|
||||
None = -1,
|
||||
|
@ -35,17 +38,17 @@ namespace NWeaponTypes
|
|||
|
||||
enum class EGunAnimType
|
||||
{
|
||||
Zero,
|
||||
One,
|
||||
Two,
|
||||
Three,
|
||||
Four,
|
||||
BasePosition,
|
||||
Shoot,
|
||||
ChargeUp,
|
||||
ChargeLoop,
|
||||
ChargeShoot,
|
||||
FromMissile,
|
||||
ToMissile,
|
||||
Seven,
|
||||
MissileShoot,
|
||||
MissileReload,
|
||||
FromBeam,
|
||||
Ten
|
||||
ToBeam
|
||||
};
|
||||
|
||||
void primitive_set_to_token_vector(const CAnimData& animData, const std::set<CPrimitive>& primSet,
|
||||
|
@ -55,6 +58,10 @@ void lock_tokens(std::vector<CToken>& anims);
|
|||
bool are_tokens_ready(const std::vector<CToken>& anims);
|
||||
void get_token_vector(CAnimData& animData, int begin, int end, std::vector<CToken>& tokensOut, bool preLock);
|
||||
void get_token_vector(CAnimData& animData, int animIdx, std::vector<CToken>& tokensOut, bool preLock);
|
||||
void do_sound_event(std::pair<u16, CSfxHandle>& sfxHandle, float& pitch, bool doPitchBend, u32 soundId,
|
||||
float weight, u32 flags, float falloff, float maxDist, float minVol, float maxVol,
|
||||
const zeus::CVector3f& posToCam, const zeus::CVector3f& pos, TAreaId aid,
|
||||
CStateManager& mgr);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -561,6 +561,7 @@ public:
|
|||
bool ValidateAimTargetId(TUniqueId, CStateManager& mgr);
|
||||
bool ValidateObjectForMode(TUniqueId, CStateManager& mgr) const;
|
||||
TUniqueId FindAimTargetId(CStateManager& mgr);
|
||||
TUniqueId GetAimTarget() const { return x3f4_aimTarget; }
|
||||
TUniqueId CheckEnemiesAgainstOrbitZone(const std::vector<TUniqueId>&, EPlayerZoneInfo, EPlayerZoneType,
|
||||
CStateManager& mgr) const;
|
||||
TUniqueId FindOrbitTargetId(CStateManager& mgr);
|
||||
|
@ -634,6 +635,7 @@ public:
|
|||
EPlayerScanState GetScanningState() const { return x3a8_scanState; }
|
||||
float GetScanningTime() const { return x3ac_scanningTime; }
|
||||
TUniqueId GetOrbitTargetId() const { return x310_orbitTargetId; }
|
||||
TUniqueId GetOrbitNextTargetId() const { return x33c_orbitNextTargetId; }
|
||||
TUniqueId GetScanningObjectId() const { return x3b4_scanningObject; }
|
||||
EGrappleState GetGrappleState() const { return x3b8_grappleState; }
|
||||
bool IsNewScanScanning() const { return x9c6_30_newScanScanning; }
|
||||
|
|
Loading…
Reference in New Issue