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https://github.com/AxioDL/metaforce.git
synced 2025-12-09 00:27:42 +00:00
Finish CGunWeapon
This commit is contained in:
@@ -13,6 +13,7 @@
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#include "CGunController.hpp"
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#include "WeaponCommon.hpp"
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#include "CGunMotion.hpp"
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#include "World/CDamageInfo.hpp"
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namespace urde
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{
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@@ -28,16 +29,24 @@ enum class EChargeState
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};
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using SWeaponInfo = DataSpec::SWeaponInfo;
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using SShotParam = DataSpec::SShotParam;
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using SChargedShotParam = DataSpec::SChargedShotParam;
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class CVelocityInfo
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{
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friend class CGunWeapon;
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rstl::reserved_vector<zeus::CVector3f, 2> x0_vel;
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rstl::reserved_vector<bool, 2> x1c_targetHoming;
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rstl::reserved_vector<float, 2> x24_;
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rstl::reserved_vector<float, 2> x24_trat;
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public:
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const zeus::CVector3f& GetVelocity(int i) const { return x0_vel[i]; }
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bool GetTargetHoming(int i) const { return x1c_targetHoming[i]; }
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void Clear()
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{
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x0_vel.clear();
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x1c_targetHoming.clear();
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x24_trat.clear();
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}
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};
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class CGunWeapon
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@@ -50,33 +59,39 @@ public:
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Two,
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Three
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};
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enum class EFrozenFxType
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{
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None,
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Frozen,
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Thawed
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};
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protected:
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static const char* skBeamXferNames[5];
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static const char* skAnimDependencyNames[5];
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static const char* skDependencyNames[5];
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static const char* skSuitArmNames[8];
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static const s32 skShootAnim[2];
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zeus::CVector3f x4_scale;
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std::experimental::optional<CModelData> x10_solidModelData;
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std::experimental::optional<CModelData> x60_;
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std::experimental::optional<CModelData> xb0_;
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std::experimental::optional<CModelData> x60_holoModelData;
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std::experimental::optional<CModelData> xb0_suitArmModelData;
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std::unique_ptr<CGunController> x100_gunController;
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TToken<CAnimCharacterSet> x104_gunCharacter;
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std::vector<CToken> x10c_anims;
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std::vector<CToken> x12c_deps;
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TToken<CAnimCharacterSet> x13c_armCharacter;
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rstl::reserved_vector<TCachedToken<CWeaponDescription>, 2> x144_weapons;
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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<TCachedToken<CGenDescription>, 2> x188_frozenEffects;
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rstl::reserved_vector<std::unique_ptr<CElementGen>, 2> x1a4_muzzleGenerators;
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std::unique_ptr<CElementGen> x1b8_secondaryEffect;
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std::unique_ptr<CElementGen> x1b8_frozenGenerator;
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CRainSplashGenerator* x1bc_rainSplashGenerator = nullptr;
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EWeaponType x1c0_weaponType;
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TUniqueId x1c4_playerId;
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EMaterialTypes x1c8_playerMaterial;
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ESecondaryFxType x1cc_enabledSecondaryEffect = ESecondaryFxType::Zero;
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CVelocityInfo x1d0_velInfo;
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CPlayerState::EBeamId x200_beamId;
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ESecondaryFxType x204_secondaryEffectType = ESecondaryFxType::Zero;
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u32 x208_ = 0;
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CPlayerState::EBeamId x20c_;
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EFrozenFxType x204_frozenEffect = EFrozenFxType::None;
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u32 x208_muzzleEffectIdx = 0;
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u32 x20c_shaderIdx;
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u32 x210_ = 0;
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CAssetId x214_ancsId;
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union
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@@ -85,61 +100,78 @@ protected:
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{
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bool x218_24 : 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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bool x218_29_leavingBeam : 1;
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bool x218_26_loaded : 1;
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// Initialize in selected beam's pose, rather than power beam's pose
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bool x218_27_subtypeBasePose : 1;
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bool x218_28_suitArmLocked : 1;
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bool x218_29_drawHologram : 1;
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};
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u32 _dummy = 0;
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};
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void AllocResPools(CPlayerState::EBeamId beam);
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void FreeResPools();
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void FillTokenVector(const std::vector<SObjectTag>& tags, std::vector<CToken>& objects);
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void BuildDependencyList(CPlayerState::EBeamId beam);
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CDamageInfo GetShotDamageInfo(const SShotParam& shotParam, CStateManager& mgr) const;
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void LoadSuitArm(CStateManager& mgr);
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void LoadGunModels(CStateManager& mgr);
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void LoadAnimations();
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bool IsAnimsLoaded() const;
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void LoadMuzzleFx(float dt);
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void LoadProjectileData(CStateManager& mgr);
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void LoadFxIdle(float dt, CStateManager& mgr);
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void LockTokens(CStateManager& mgr);
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void UnlockTokens();
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static void PointGenerator(void* ctx, const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn);
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public:
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CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes, const zeus::CVector3f& scale);
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CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial,
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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 Reset(CStateManager& mgr);
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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 shotSmoke, float, const CStateManager&, const zeus::CTransform&) {}
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virtual void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
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virtual void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
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virtual void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf);
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virtual void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
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CStateManager& mgr, TUniqueId homingTarget) {}
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virtual void EnableFx(bool) {}
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virtual void EnableSecondaryFx(ESecondaryFxType) {}
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void BuildSecondaryEffect(ESecondaryFxType type);
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void ActivateCharge(bool b1, bool b2);
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CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
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virtual void EnableFx(bool enable);
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virtual void EnableSecondaryFx(ESecondaryFxType type);
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void EnableFrozenEffect(EFrozenFxType type);
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void ActivateCharge(bool enable, bool resetEffect);
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void Touch(const CStateManager& mgr);
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void TouchHolo(const CStateManager& mgr);
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virtual void Draw(bool, const CStateManager&, const zeus::CTransform&, const CModelFlags&,
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const CActorLights*) const {}
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virtual void DrawMuzzleFx(const CStateManager&) const {}
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virtual void Update(float, CStateManager&) {}
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virtual void Load(CStateManager& mgr, bool) {}
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virtual void Unload(CStateManager&) {}
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virtual bool IsLoaded() const {return false;}
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virtual void Draw(bool drawSuitArm, const CStateManager& mgr, const zeus::CTransform& xf,
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const CModelFlags& flags, const CActorLights* lights) const;
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virtual void DrawMuzzleFx(const CStateManager& mgr) const;
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virtual void Update(float dt, CStateManager& mgr);
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virtual void Load(CStateManager& mgr, bool subtypeBasePose);
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virtual void Unload(CStateManager& mgr);
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virtual bool IsLoaded() const;
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void DrawHologram(const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags) const;
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void UpdateMuzzleFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos, bool emitting);
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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 animSet)
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{ x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), animSet); }
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void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
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{ x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2); }
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void ReturnToDefault(CStateManager& mgr);
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bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle);
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void UnLoadFidget();
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bool IsFidgetLoaded() const;
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void AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 animSet);
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void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2);
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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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CDamageInfo GetDamageInfo(CStateManager& mgr, EChargeState chargeState, float chargeFactor) 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 SetDrawHologram(bool d) { x218_29_drawHologram = d; }
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void EnableCharge(bool c) { x218_25_enableCharge = c; }
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};
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}
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