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https://github.com/AxioDL/metaforce.git
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More CPlayer imps
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@@ -31,4 +31,9 @@ void CGrappleArm::GrappleBeamConnected()
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}
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void CGrappleArm::RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos)
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{
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}
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}
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@@ -22,6 +22,8 @@ public:
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Six,
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Seven,
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Eight,
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Nine,
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Ten
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};
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private:
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CModelData x0_modelData;
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@@ -31,6 +33,7 @@ private:
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{
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struct
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{
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bool x3b2_24_inGrappleCycle : 1;
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bool x3b2_25_beamActive : 1;
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bool x3b2_27_armMoving : 1;
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};
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@@ -44,11 +47,13 @@ public:
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const zeus::CTransform& GetTransform() const { return x220_xf; }
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void SetAnimState(EArmState state);
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EArmState GetAnimState() const { return x334_animState; }
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bool InGrappleCycle() const { return x3b2_24_inGrappleCycle; }
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bool BeamActive() const { return x3b2_25_beamActive; }
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bool IsArmMoving() const { return x3b2_27_armMoving; }
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void Activate(bool);
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void GrappleBeamDisconnected();
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void GrappleBeamConnected();
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void RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos);
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};
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}
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@@ -35,7 +35,7 @@ void CPlayerGun::AsyncLoadSuit(CStateManager& mgr)
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x740_grappleArm->AsyncLoadSuit(mgr);
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}
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void CPlayerGun::TouchModel(CStateManager& stateMgr)
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void CPlayerGun::TouchModel(const CStateManager& stateMgr)
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{
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}
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@@ -68,4 +68,19 @@ float CPlayerGun::GetBeamVelocity() const
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return 10.f;
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}
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void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos)
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{
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}
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void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const
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{
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}
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void CPlayerGun::AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const
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{
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}
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}
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@@ -210,7 +210,7 @@ public:
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void AcceptScriptMessage(EScriptObjectMessage, TUniqueId, CStateManager&);
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void AsyncLoadSuit(CStateManager& mgr);
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void TouchModel(CStateManager& stateMgr);
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void TouchModel(const CStateManager& stateMgr);
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EMissleMode GetMissleMode() const { return x31c_missileMode; }
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bool IsFidgeting() const { return x833_24_isFidgeting; }
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bool IsCharging() const { return x834_24_charging; }
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@@ -229,6 +229,9 @@ public:
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void ResetIdle(CStateManager& mgr);
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void CancelFiring(CStateManager& mgr);
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float GetBeamVelocity() const;
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void PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos);
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void Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const;
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void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const;
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};
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}
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