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Implement most of CTargetingManager
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@@ -1,31 +1,46 @@
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#include "CTargetingManager.hpp"
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#include "Camera/CGameCamera.hpp"
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#include "CStateManager.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "GameGlobalObjects.hpp"
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namespace urde
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{
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CTargetingManager::CTargetingManager(const CStateManager&)
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{
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}
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CTargetingManager::CTargetingManager(const CStateManager& mgr)
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: x0_targetReticule(mgr) {}
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bool CTargetingManager::CheckLoadComplete()
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{
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return false;
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return (x0_targetReticule.CheckLoadComplete() && x21c_orbitPointMarker.CheckLoadComplete());
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}
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void CTargetingManager::Update(float dt, const CStateManager& stateMgr)
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{
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x0_targetReticule.Update(dt, stateMgr);
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x21c_orbitPointMarker.Update(dt, stateMgr);
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}
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void CTargetingManager::Draw(const CStateManager& stateMgr, bool hideLockon) const
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void CTargetingManager::Draw(const CStateManager& mgr, bool hideLockon) const
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{
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CGraphics::SetAmbientColor(zeus::CColor::skWhite);
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CGraphics::DisableAllLights();
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x21c_orbitPointMarker.Draw(mgr);
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const CGameCamera* curCam = mgr.GetCameraManager()->GetCurrentCamera(mgr);
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zeus::CTransform camXf = mgr.GetCameraManager()->GetCurrentCameraTransform(mgr);
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CGraphics::SetViewPointMatrix(camXf);
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zeus::CFrustum frustum;
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frustum.updatePlanes(camXf, zeus::SProjPersp(zeus::degToRad(curCam->GetFov()),
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curCam->GetAspectRatio(), 1.f, 100.f));
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g_Renderer->SetClippingPlanes(frustum);
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g_Renderer->SetPerspective(curCam->GetFov(), g_Viewport.x8_width, g_Viewport.xc_height,
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curCam->GetNearClipDistance(), curCam->GetFarClipDistance());
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x0_targetReticule.Draw(mgr, hideLockon);
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}
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void CTargetingManager::Touch() const
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void CTargetingManager::Touch()
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{
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x0_targetReticule.Touch();
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}
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}
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