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New code style refactor
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@@ -4,48 +4,45 @@
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#include "CHealthInfo.hpp"
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#include "CDamageVulnerability.hpp"
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namespace urde
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{
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namespace urde {
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class CScriptActor : public CPhysicsActor
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{
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class CScriptActor : public CPhysicsActor {
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protected:
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CHealthInfo x258_initialHealth;
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CHealthInfo x260_currentHealth;
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CDamageVulnerability x268_damageVulnerability;
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float x2d0_fadeInTime;
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float x2d4_fadeOutTime;
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s32 x2d8_shaderIdx;
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float x2dc_xrayAlpha;
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TUniqueId x2e0_triggerId = kInvalidUniqueId;
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bool x2e2_24_noThermalHotZ : 1;
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bool x2e2_25_dead : 1;
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bool x2e2_26_animating : 1;
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bool x2e2_27_xrayAlphaEnabled : 1;
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bool x2e2_28_inXrayAlpha : 1;
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bool x2e2_29_processModelFlags : 1;
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bool x2e2_30_scaleAdvancementDelta : 1;
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bool x2e2_31_materialFlag54 : 1;
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bool x2e3_24_isPlayerActor : 1;
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CHealthInfo x258_initialHealth;
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CHealthInfo x260_currentHealth;
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CDamageVulnerability x268_damageVulnerability;
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float x2d0_fadeInTime;
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float x2d4_fadeOutTime;
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s32 x2d8_shaderIdx;
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float x2dc_xrayAlpha;
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TUniqueId x2e0_triggerId = kInvalidUniqueId;
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bool x2e2_24_noThermalHotZ : 1;
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bool x2e2_25_dead : 1;
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bool x2e2_26_animating : 1;
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bool x2e2_27_xrayAlphaEnabled : 1;
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bool x2e2_28_inXrayAlpha : 1;
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bool x2e2_29_processModelFlags : 1;
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bool x2e2_30_scaleAdvancementDelta : 1;
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bool x2e2_31_materialFlag54 : 1;
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bool x2e3_24_isPlayerActor : 1;
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public:
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CScriptActor(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const zeus::CAABox& aabb, float mass, float zMomentum,
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const CMaterialList& matList, const CHealthInfo& hInfo, const CDamageVulnerability& dVuln,
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const CActorParameters& actParms, bool looping, bool active, s32 shaderIdx, float xrayAlpha,
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bool noThermalHotZ, bool castsShadow, bool scaleAdvancementDelta, bool materialFlag54);
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void Accept(IVisitor& visitor);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void Think(float, CStateManager&);
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void PreRender(CStateManager&, const zeus::CFrustum&);
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zeus::CAABox GetSortingBounds(const CStateManager&) const;
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EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
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const CWeaponMode&, EProjectileAttrib) const;
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std::experimental::optional<zeus::CAABox> GetTouchBounds() const;
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void Touch(CActor&, CStateManager&);
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const CDamageVulnerability* GetDamageVulnerability() const { return &x268_damageVulnerability; }
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CHealthInfo* HealthInfo(CStateManager&) { return &x260_currentHealth; }
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bool IsPlayerActor() const { return x2e3_24_isPlayerActor; }
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CScriptActor(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const zeus::CAABox& aabb, float mass, float zMomentum, const CMaterialList& matList,
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const CHealthInfo& hInfo, const CDamageVulnerability& dVuln, const CActorParameters& actParms,
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bool looping, bool active, s32 shaderIdx, float xrayAlpha, bool noThermalHotZ, bool castsShadow,
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bool scaleAdvancementDelta, bool materialFlag54);
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void Accept(IVisitor& visitor);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void Think(float, CStateManager&);
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void PreRender(CStateManager&, const zeus::CFrustum&);
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zeus::CAABox GetSortingBounds(const CStateManager&) const;
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EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
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const CWeaponMode&, EProjectileAttrib) const;
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std::experimental::optional<zeus::CAABox> GetTouchBounds() const;
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void Touch(CActor&, CStateManager&);
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const CDamageVulnerability* GetDamageVulnerability() const { return &x268_damageVulnerability; }
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CHealthInfo* HealthInfo(CStateManager&) { return &x260_currentHealth; }
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bool IsPlayerActor() const { return x2e3_24_isPlayerActor; }
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};
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};
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}; // namespace urde
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