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https://github.com/AxioDL/metaforce.git
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Lots of HUD-related implementations
This commit is contained in:
@@ -2,13 +2,25 @@
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#define __URDE_CSAMUSHUD_HPP__
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#include "CInGameGuiManager.hpp"
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#include "GuiSys/CTargetingManager.hpp"
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#include "GuiSys/CHudBallInterface.hpp"
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#include "GuiSys/CHudBossEnergyInterface.hpp"
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#include "GuiSys/CHudDecoInterface.hpp"
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#include "GuiSys/CHudEnergyInterface.hpp"
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#include "GuiSys/CHudFreeLookInterface.hpp"
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#include "GuiSys/CHudHelmetInterface.hpp"
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#include "GuiSys/CHudMissileInterface.hpp"
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#include "GuiSys/CHudRadarInterface.hpp"
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#include "GuiSys/CHudThreatInterface.hpp"
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#include "GuiSys/CHudVisorBeamMenu.hpp"
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namespace urde
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{
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class CGuiFrame;
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class CStateManager;
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class CGuiLight;
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struct SHudMemoInfo
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struct CHUDMemoParms
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{
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float x0_;
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bool x4_;
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@@ -16,26 +28,186 @@ struct SHudMemoInfo
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bool x6_;
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};
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enum class EHudState
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{
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Combat,
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XRay,
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Thermal,
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Scan,
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Ball,
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None
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};
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namespace MP1
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{
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class CSamusHud
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{
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enum class ELoadPhase
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{
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Zero
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};
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enum class ETransitionState
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{
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Zero,
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One,
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Two
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};
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struct SCachedHudLight
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{
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zeus::CVector3f x0_pos;
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zeus::CColor xc_color;
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float x10_ = 0.f;
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float x14_ = 0.f;
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float x18_ = 0.f;
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float x1c_ = 0.f;
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SCachedHudLight(const zeus::CVector3f& pos, const zeus::CColor& color,
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float f1, float f2, float f3, float f4)
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: x0_pos(pos), xc_color(color), x10_(f1), x14_(f2), x18_(f3), x1c_(f4) {}
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};
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struct SVideoBand
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{
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CGuiModel* x0_videoband = nullptr;
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float x4_randA = 0.f;
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float x8_randB = 0.f;
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};
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struct SProfileInfo
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{
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u32 x0_ = 0;
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u32 x4_ = 0;
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u32 x8_ = 0;
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u32 xc_ = 0;
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};
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friend class CInGameGuiManager;
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CGuiFrame* x274_loadedBaseHud = nullptr;
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ELoadPhase x4_loadPhase = ELoadPhase::Zero;
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CTargetingManager x8_targetingMgr;
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TLockedToken<CGuiFrame> x258_frmeHelmet;
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CGuiFrame* x264_loadedFrmeHelmet = nullptr;
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TLockedToken<CGuiFrame> x268_frmeBaseHud;
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CGuiFrame* x274_loadedFrmeBaseHud = nullptr;
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TLockedToken<CGuiFrame> x278_selectedHud; // used to be optional
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CGuiFrame* x288_loadedSelectedHud = nullptr;
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std::unique_ptr<CHudEnergyInterfaceBall> x28c_ballEnergyIntf;
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std::unique_ptr<IHudThreatInterface> x290_threatIntf;
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std::unique_ptr<CHudMissileInterfaceCombat> x294_missileIntf;
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std::unique_ptr<IFreeLookInterface> x298_freeLookIntf;
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std::unique_ptr<IHudDecoInterface> x29c_decoIntf;
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std::unique_ptr<CHudHelmetInterface> x2a0_helmetIntf;
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std::unique_ptr<CHudVisorBeamMenu> x2a4_visorMenu;
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std::unique_ptr<CHudVisorBeamMenu> x2a8_beamMenu;
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std::unique_ptr<CHudRadarInterface> x2ac_radarIntf;
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std::unique_ptr<CHudBallInterface> x2b0_ballIntf;
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std::unique_ptr<CHudBossEnergyInterface> x2b4_bossEnergyIntf;
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EHudState x2b8_curState = EHudState::None;
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EHudState x2bc_nextState = EHudState::None;
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EHudState x2c0_otherState = EHudState::None;
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ETransitionState x2c4_activeTransState = ETransitionState::Zero;
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float x2c8_ = 1.f;
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ETransitionState x2cc_curTransState = ETransitionState::Zero;
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float x2d0_ = 0.f;
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u32 x2d4_totalEnergyTanks = 0;
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u32 x2d8_missileAmount = 0;
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u32 x2dc_missileCapacity = 0;
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rstl::reserved_vector<SCachedHudLight, 3> x340_lights;
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union
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{
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struct
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{
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bool x2e0_24_ : 1;
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bool x2e0_25_ : 1;
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bool x2e0_26_ : 1;
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bool x2e0_27_energyLow : 1;
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};
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u16 _dummy = 0;
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};
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u32 x2e4_ = 0;
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u32 x2e8_ = 0;
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u32 x2ec_missilesActive = 0;
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float x2f0_ = 1.f;
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zeus::CVector3f x2f8_fpCamDir;
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zeus::CVector3f x304_basewidgetIdlePos;
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zeus::CVector3f x310_cameraPos;
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zeus::CQuaternion x31c_;
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zeus::CQuaternion x32c_;
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std::unique_ptr<CActorLights> x33c_lights;
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rstl::reserved_vector<SCachedHudLight, 3> x340_hudLights;
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CSfxHandle x3a4_damageSfx;
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CCameraFilterPass x3a8_camFilter;
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CGuiWidget* x3d4_selected_basewidget_pivot = nullptr;
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std::vector<zeus::CTransform> x3d8_lightTransforms;
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float x3e8_ = 0.f;
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float x3ec_ = 0.f;
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float x3f0_ = 1.f;
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float x3f4_ = 0.f;
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float x3f8_ = 0.f;
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float x3fc_ = 0.f;
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float x400_ = 0.f;
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float x404_ = 0.f;
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zeus::CVector3f x408_;
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float x414_ = 0.f;
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float x418_ = 0.f;
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zeus::CVector3f x41c_;
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zeus::CMatrix3f x428_;
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zeus::CQuaternion x44c_;
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float x45c_ = 0.f;
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float x460_ = 0.f;
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float x464_ = 0.f;
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rstl::reserved_vector<zeus::CTransform, 3> x46c_;
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float x500_ = 1.f;
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float x504_ = 1.f;
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u32 x508_ = 0;
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u32 x50c_ = 0;
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float x510_ = 0.f;
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float x514_ = 0.f;
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float x518_ = 0.f;
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CCameraFilterPass x51c_camFilter2;
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CGuiWidget* x588_base_basewidget_pivot;
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CGuiWidget* x58c_helmet_BaseWidget_Pivot;
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CGuiModel* x590_base_Model_AutoMapper;
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CGuiTextPane* x594_base_textpane_counter;
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CGuiWidget* x598_base_basewidget_message;
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CGuiTextPane* x59c_base_textpane_message;
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CGuiModel* x5a0_base_model_abutton;
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rstl::reserved_vector<SVideoBand, 4> x5a4_videoBands;
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rstl::reserved_vector<CGuiLight*, 4> x5d8_guiLights;
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float x5ec_[16];
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float x62c_[64];
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float x72c_[32];
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rstl::reserved_vector<SProfileInfo, 15> x7ac_;
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static CSamusHud* g_SamusHud;
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static rstl::prereserved_vector<bool, 4> BuildPlayerHasVisors(const CStateManager& mgr);
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static rstl::prereserved_vector<bool, 4> BuildPlayerHasBeams(const CStateManager& mgr);
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void InitializeFrameGluePermanent(const CStateManager& mgr);
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void InitializeFrameGlueMutable(const CStateManager& mgr);
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void UpdateEnergy(float dt, const CStateManager& mgr, bool init);
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void UpdateMissile(float dt, const CStateManager& mgr, bool init);
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void UpdateBallMode(const CStateManager& mgr, bool init);
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static EHudState GetDesiredHudState(const CStateManager& mgr);
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public:
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CSamusHud(CStateManager& stateMgr);
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void UpdateStateTransition(float time, const CStateManager& mgr);
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bool CheckLoadComplete(CStateManager& stateMgr);
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void OnNewInGameGuiState(EInGameGuiState state, CStateManager& stateMgr);
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void RefreshHudOptions();
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void Touch();
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static void DisplayHudMemo(const std::u16string& text, const SHudMemoInfo& info);
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static void DeferHintMemo(ResId strg, u32 timePeriods, const SHudMemoInfo& info)
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static zeus::CTransform BuildFinalCameraTransform(const zeus::CQuaternion& rot,
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const zeus::CVector3f& pos,
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const zeus::CVector3f& camPos);
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static void DisplayHudMemo(const std::u16string& text, const CHUDMemoParms& info);
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static void DeferHintMemo(ResId strg, u32 timePeriods, const CHUDMemoParms& info)
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{
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if (g_SamusHud)
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g_SamusHud->_DeferHintMemo(strg, timePeriods, info);
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}
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void _DeferHintMemo(ResId strg, u32 timePeriods, const SHudMemoInfo& info);
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void _DeferHintMemo(ResId strg, u32 timePeriods, const CHUDMemoParms& info);
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};
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}
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