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New code style refactor
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@@ -3,73 +3,70 @@
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#include "World/CPatterned.hpp"
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#include "Collision/CCollidableOBBTreeGroup.hpp"
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namespace urde::MP1
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{
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namespace urde::MP1 {
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class CPuddleToadGamma final : public CPatterned
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{
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static constexpr std::string_view mMouthLocatorName = "MOUTH_LCTR_SDK"sv;
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static constexpr std::string_view mBellyLocatorName = "SAMUS_POS_LCTR_SDK"sv;
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static const zeus::CVector3f skBellyOffset;
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u32 x568_ = 0;
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float x56c_ = 0.f;
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CDamageInfo x570_;
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CDamageInfo x58c_;
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float x5a8_;
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float x5ac_;
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float x5b0_;
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zeus::CVector3f x5b4_;
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float x5c0_;
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float x5c4_;
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float x5c8_;
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zeus::CVector3f x5cc_;
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zeus::CVector3f x5d8_;
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std::unique_ptr<CCollidableOBBTreeGroup> x5e4_collisionTreePrim;
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bool x5e8_24_ : 1;
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bool x5e8_25_ : 1;
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bool x5e8_26_ : 1;
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class CPuddleToadGamma final : public CPatterned {
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static constexpr std::string_view mMouthLocatorName = "MOUTH_LCTR_SDK"sv;
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static constexpr std::string_view mBellyLocatorName = "SAMUS_POS_LCTR_SDK"sv;
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static const zeus::CVector3f skBellyOffset;
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u32 x568_ = 0;
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float x56c_ = 0.f;
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CDamageInfo x570_;
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CDamageInfo x58c_;
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float x5a8_;
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float x5ac_;
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float x5b0_;
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zeus::CVector3f x5b4_;
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float x5c0_;
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float x5c4_;
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float x5c8_;
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zeus::CVector3f x5cc_;
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zeus::CVector3f x5d8_;
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std::unique_ptr<CCollidableOBBTreeGroup> x5e4_collisionTreePrim;
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bool x5e8_24_ : 1;
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bool x5e8_25_ : 1;
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bool x5e8_26_ : 1;
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void SetSolid(CStateManager&, bool);
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void SetSolid(CStateManager&, bool);
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static void CenterPlayer(CStateManager&, const zeus::CVector3f&, float);
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void ShootPlayer(CStateManager&, float);
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void SuckPlayer(CStateManager&, float);
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bool PlayerInVortexArea(const CStateManager&);
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void SetPlayerPosition(CStateManager&, const zeus::CVector3f&);
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static void CenterPlayer(CStateManager&, const zeus::CVector3f&, float);
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void ShootPlayer(CStateManager&, float);
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void SuckPlayer(CStateManager&, float);
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bool PlayerInVortexArea(const CStateManager&);
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void SetPlayerPosition(CStateManager&, const zeus::CVector3f&);
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public:
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DEFINE_PATTERNED(PuddleToad)
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DEFINE_PATTERNED(PuddleToad)
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CPuddleToadGamma(TUniqueId uid, std::string_view name, EFlavorType flavor, const CEntityInfo& info,
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const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pInfo,
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const CActorParameters& aParms, float f1, float f2, float f3, const zeus::CVector3f& v1,
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float f4, float f5, float f6, const CDamageInfo& dInfo1, const CDamageInfo& dInfo2, CAssetId dcln);
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CPuddleToadGamma(TUniqueId uid, std::string_view name, EFlavorType flavor, const CEntityInfo& info,
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const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pInfo,
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const CActorParameters& aParms, float f1, float f2, float f3, const zeus::CVector3f& v1, float f4,
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float f5, float f6, const CDamageInfo& dInfo1, const CDamageInfo& dInfo2, CAssetId dcln);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void Think(float dt, CStateManager& mgr);
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
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std::experimental::optional<zeus::CAABox> GetTouchBounds() const;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void Think(float dt, CStateManager& mgr);
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
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std::experimental::optional<zeus::CAABox> GetTouchBounds() const;
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const CDamageVulnerability*
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GetDamageVulnerability(const zeus::CVector3f&, const zeus::CVector3f&, const CDamageInfo&) const;
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const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f&, const zeus::CVector3f&,
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const CDamageInfo&) const;
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const CDamageVulnerability* GetDamageVulnerability() const { return &CDamageVulnerability::ImmuneVulnerabilty(); }
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const CDamageVulnerability* GetDamageVulnerability() const { return &CDamageVulnerability::ImmuneVulnerabilty(); }
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const CCollisionPrimitive* GetCollisionPrimitive() const;
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const CCollisionPrimitive* GetCollisionPrimitive() const;
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zeus::CTransform GetPrimitiveTransform() const;
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zeus::CTransform GetPrimitiveTransform() const;
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void InActive(CStateManager&, EStateMsg, float);
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void Active(CStateManager&, EStateMsg, float);
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void Suck(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void Crouch(CStateManager&, EStateMsg, float);
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bool InAttackPosition(CStateManager&, float);
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bool SpotPlayer(CStateManager&, float);
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bool ShouldAttack(CStateManager&, float);
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bool LostInterest(CStateManager&, float);
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bool Inside(CStateManager&, float);
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void InActive(CStateManager&, EStateMsg, float);
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void Active(CStateManager&, EStateMsg, float);
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void Suck(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void Crouch(CStateManager&, EStateMsg, float);
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bool InAttackPosition(CStateManager&, float);
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bool SpotPlayer(CStateManager&, float);
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bool ShouldAttack(CStateManager&, float);
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bool LostInterest(CStateManager&, float);
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bool Inside(CStateManager&, float);
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};
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}
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} // namespace urde::MP1
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