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New code style refactor
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@@ -4,83 +4,73 @@
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#include "CHudInterface.hpp"
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#include "zeus/CTransform.hpp"
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namespace urde
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{
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namespace urde {
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class CGuiFrame;
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class CGuiWidget;
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class CGuiModel;
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class IFreeLookInterface
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{
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class IFreeLookInterface {
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public:
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virtual ~IFreeLookInterface() = default;
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virtual void Update(float dt)=0;
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virtual void SetIsVisibleDebug(bool v)=0;
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virtual void SetIsVisibleGame(bool v)=0;
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virtual void SetFreeLookState(bool inFreeLook, bool lookControlHeld,
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bool lockedOnObj, float vertLookAngle)=0;
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virtual ~IFreeLookInterface() = default;
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virtual void Update(float dt) = 0;
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virtual void SetIsVisibleDebug(bool v) = 0;
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virtual void SetIsVisibleGame(bool v) = 0;
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virtual void SetFreeLookState(bool inFreeLook, bool lookControlHeld, bool lockedOnObj, float vertLookAngle) = 0;
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};
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class CHudFreeLookInterface : public IFreeLookInterface
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{
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EHudType x4_hudType;
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zeus::CTransform x8_freeLookLeftXf;
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zeus::CTransform x38_freeLookRightXf;
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float x68_freeLookInterp = 0.f;
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float x6c_lockOnInterp;
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union
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{
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struct
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{
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bool x70_24_inFreeLook : 1;
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bool x70_25_lookControlHeld : 1;
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bool x70_26_lockedOnObj : 1;
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bool x70_27_visibleDebug : 1;
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bool x70_28_visibleGame : 1;
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};
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u16 _dummy = 0;
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class CHudFreeLookInterface : public IFreeLookInterface {
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EHudType x4_hudType;
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zeus::CTransform x8_freeLookLeftXf;
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zeus::CTransform x38_freeLookRightXf;
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float x68_freeLookInterp = 0.f;
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float x6c_lockOnInterp;
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union {
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struct {
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bool x70_24_inFreeLook : 1;
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bool x70_25_lookControlHeld : 1;
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bool x70_26_lockedOnObj : 1;
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bool x70_27_visibleDebug : 1;
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bool x70_28_visibleGame : 1;
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};
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CGuiWidget* x74_basewidget_freelookleft;
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CGuiModel* x78_model_shieldleft;
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CGuiModel* x7c_model_freelookleft;
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CGuiWidget* x80_basewidget_freelookright;
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CGuiModel* x84_model_shieldright;
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CGuiModel* x88_model_freelookright;
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CGuiWidget* x8c_basewidget_outlinesb;
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void UpdateVisibility();
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u16 _dummy = 0;
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};
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CGuiWidget* x74_basewidget_freelookleft;
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CGuiModel* x78_model_shieldleft;
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CGuiModel* x7c_model_freelookleft;
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CGuiWidget* x80_basewidget_freelookright;
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CGuiModel* x84_model_shieldright;
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CGuiModel* x88_model_freelookright;
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CGuiWidget* x8c_basewidget_outlinesb;
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void UpdateVisibility();
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public:
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CHudFreeLookInterface(CGuiFrame& selHud, EHudType hudType, bool inFreeLook,
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bool lookControlHeld, bool lockedOnObj);
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void Update(float dt);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetFreeLookState(bool inFreeLook, bool lookControlHeld,
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bool lockedOnObj, float vertLookAngle);
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CHudFreeLookInterface(CGuiFrame& selHud, EHudType hudType, bool inFreeLook, bool lookControlHeld, bool lockedOnObj);
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void Update(float dt);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetFreeLookState(bool inFreeLook, bool lookControlHeld, bool lockedOnObj, float vertLookAngle);
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};
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class CHudFreeLookInterfaceXRay : public IFreeLookInterface
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{
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zeus::CVector3f x4_freeLookLeftPos;
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zeus::CVector3f x10_freeLookRightPos;
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float x1c_freeLookInterp = 0.f;
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bool x20_inFreeLook;
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bool x21_lookControlHeld;
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bool x22_24_visibleDebug : 1;
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bool x22_25_visibleGame : 1;
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CGuiWidget* x24_basewidget_freelook;
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CGuiModel* x28_model_shield;
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CGuiModel* x2c_model_freelookleft;
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CGuiModel* x30_model_freelookright;
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void UpdateVisibility();
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class CHudFreeLookInterfaceXRay : public IFreeLookInterface {
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zeus::CVector3f x4_freeLookLeftPos;
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zeus::CVector3f x10_freeLookRightPos;
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float x1c_freeLookInterp = 0.f;
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bool x20_inFreeLook;
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bool x21_lookControlHeld;
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bool x22_24_visibleDebug : 1;
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bool x22_25_visibleGame : 1;
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CGuiWidget* x24_basewidget_freelook;
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CGuiModel* x28_model_shield;
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CGuiModel* x2c_model_freelookleft;
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CGuiModel* x30_model_freelookright;
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void UpdateVisibility();
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public:
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CHudFreeLookInterfaceXRay(CGuiFrame& selHud, bool inFreeLook,
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bool lookControlHeld, bool lockedOnObj);
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void Update(float dt);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetFreeLookState(bool inFreeLook, bool lookControlHeld,
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bool lockedOnObj, float vertLookAngle);
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CHudFreeLookInterfaceXRay(CGuiFrame& selHud, bool inFreeLook, bool lookControlHeld, bool lockedOnObj);
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void Update(float dt);
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void SetIsVisibleDebug(bool v);
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void SetIsVisibleGame(bool v);
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void SetFreeLookState(bool inFreeLook, bool lookControlHeld, bool lockedOnObj, float vertLookAngle);
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};
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}
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} // namespace urde
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