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New code style refactor
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@@ -5,54 +5,39 @@
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#include "CGSComboFire.hpp"
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#include "CGSFidget.hpp"
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namespace urde
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{
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enum class EGunState
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{
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Inactive,
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Default,
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FreeLook,
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ComboFire,
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Idle,
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Fidget,
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Strike,
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BigStrike
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};
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namespace urde {
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enum class EGunState { Inactive, Default, FreeLook, ComboFire, Idle, Fidget, Strike, BigStrike };
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class CGunController
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{
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CModelData& x0_modelData;
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CGSFreeLook x4_freeLook;
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CGSComboFire x1c_comboFire;
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CGSFidget x30_fidget;
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EGunState x50_gunState = EGunState::Inactive;
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s32 x54_curAnimId = -1;
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bool x58_24_animDone : 1;
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bool x58_25_enteredComboFire : 1;
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class CGunController {
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CModelData& x0_modelData;
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CGSFreeLook x4_freeLook;
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CGSComboFire x1c_comboFire;
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CGSFidget x30_fidget;
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EGunState x50_gunState = EGunState::Inactive;
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s32 x54_curAnimId = -1;
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bool x58_24_animDone : 1;
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bool x58_25_enteredComboFire : 1;
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public:
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CGunController(CModelData& modelData)
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: x0_modelData(modelData)
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{
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x58_24_animDone = true;
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x58_25_enteredComboFire = false;
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}
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CGunController(CModelData& modelData) : x0_modelData(modelData) {
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x58_24_animDone = true;
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x58_25_enteredComboFire = false;
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}
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void UnLoadFidget() { x30_fidget.UnLoadAnim(); }
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void LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 animSet);
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void EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 animSet);
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bool IsFidgetLoaded() const { return x30_fidget.IsAnimLoaded(); }
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s32 GetFreeLookSetId() const { return x4_freeLook.GetSetId(); }
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bool IsComboOver() const { return x1c_comboFire.IsComboOver(); }
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void EnterFreeLook(CStateManager& mgr, s32 gunId, s32 setId);
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void EnterComboFire(CStateManager& mgr, s32 gunId);
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void EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool b2);
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void EnterIdle(CStateManager& mgr);
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bool Update(float dt, CStateManager& mgr);
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void ReturnToDefault(CStateManager& mgr, float dt, bool setState);
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void ReturnToBasePosition(CStateManager&, float);
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void Reset();
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s32 GetCurAnimId() const { return x54_curAnimId; }
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void UnLoadFidget() { x30_fidget.UnLoadAnim(); }
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void LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 animSet);
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void EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 animSet);
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bool IsFidgetLoaded() const { return x30_fidget.IsAnimLoaded(); }
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s32 GetFreeLookSetId() const { return x4_freeLook.GetSetId(); }
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bool IsComboOver() const { return x1c_comboFire.IsComboOver(); }
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void EnterFreeLook(CStateManager& mgr, s32 gunId, s32 setId);
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void EnterComboFire(CStateManager& mgr, s32 gunId);
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void EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool b2);
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void EnterIdle(CStateManager& mgr);
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bool Update(float dt, CStateManager& mgr);
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void ReturnToDefault(CStateManager& mgr, float dt, bool setState);
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void ReturnToBasePosition(CStateManager&, float);
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void Reset();
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s32 GetCurAnimId() const { return x54_curAnimId; }
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};
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}
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} // namespace urde
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