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New code style refactor
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@@ -2,36 +2,32 @@
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#include "RetroTypes.hpp"
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namespace urde
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{
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namespace urde {
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class CAnimData;
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class CStateManager;
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class CGSComboFire
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{
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float x0_delay = 0.f;
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s32 x4_loopState = -1; // In, loop, out
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s32 x8_cueAnimId = -1;
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s32 xc_gunId = -1;
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class CGSComboFire {
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float x0_delay = 0.f;
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s32 x4_loopState = -1; // In, loop, out
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s32 x8_cueAnimId = -1;
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s32 xc_gunId = -1;
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union
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{
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struct
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{
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bool x10_24_over : 1;
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bool x10_25_idle : 1;
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};
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u8 _dummy = 0;
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union {
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struct {
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bool x10_24_over : 1;
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bool x10_25_idle : 1;
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};
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u8 _dummy = 0;
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};
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public:
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bool IsComboOver() const { return x10_24_over; }
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s32 GetLoopState() const { return x4_loopState; }
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void SetLoopState(s32 l) { x4_loopState = l; }
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void SetIdle(bool i) { x10_25_idle = i; }
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s32 GetGunId() const { return xc_gunId; }
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bool Update(CAnimData& data, float dt, CStateManager& mgr);
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s32 SetAnim(CAnimData& data, s32 gunId, s32 loopState, CStateManager& mgr, float delay);
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bool IsComboOver() const { return x10_24_over; }
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s32 GetLoopState() const { return x4_loopState; }
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void SetLoopState(s32 l) { x4_loopState = l; }
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void SetIdle(bool i) { x10_25_idle = i; }
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s32 GetGunId() const { return xc_gunId; }
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bool Update(CAnimData& data, float dt, CStateManager& mgr);
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s32 SetAnim(CAnimData& data, s32 gunId, s32 loopState, CStateManager& mgr, float delay);
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};
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}
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} // namespace urde
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