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Finish CPauseScreenBlur; work on CPlayerVisor
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@@ -1,18 +1,93 @@
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#ifndef __URDE_CPLAYERVISOR_HPP__
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#define __URDE_CPLAYERVISOR_HPP__
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#include "RetroTypes.hpp"
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#include "Camera/CCameraFilter.hpp"
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#include "zeus/CVector2f.hpp"
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#include "Audio/CSfxManager.hpp"
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#include "CPlayerState.hpp"
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namespace urde
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{
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class CStateManager;
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class CTargetingManager;
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class CModel;
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namespace MP1
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{
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class CPlayerVisor
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{
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struct SScanTarget
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{
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TUniqueId x0_objId = kInvalidUniqueId;
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float x4_ = 0.f;
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float x8_ = 0.f;
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bool xc_ = false;
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};
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enum class EScanWindowState
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{
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NotInScanVisor,
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Idle,
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Scan
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};
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rstl::reserved_vector<zeus::CVector2f, 3> x0_scanWindowSizes;
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CPlayerState::EPlayerVisor x1c_curVisor = CPlayerState::EPlayerVisor::Combat;
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CPlayerState::EPlayerVisor x20_nextVisor = CPlayerState::EPlayerVisor::Combat;
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float x24_visorSfxVol = 1.f; // used to be u8
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bool x25_24_visorTransitioning : 1;
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bool x25_25_ : 1;
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float x28_ = 0.f;
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float x2c_scanDimInterp = 1.f;
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u32 x30_ = 0;
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u32 x34_ = 0;
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float x38_ = 0.f;
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float x3c_ = 0.f;
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zeus::CVector2f x40_;
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zeus::CVector2f x48_;
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zeus::CVector2f x50_;
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float x58_scanMagInterp = 1.f;
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CSfxHandle x5c_visorLoopSfx;
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CSfxHandle x60_;
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CCameraFilterPass x64_scanDim;
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CCameraBlurPass x90_xrayBlur;
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float xc4_vpScaleX = 1.f;
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float xc8_vpScaleY = 1.f;
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TLockedToken<CModel> xcc_scanFrameCorner;
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TLockedToken<CModel> xd8_scanFrameCenterSide;
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TLockedToken<CModel> xe4_scanFrameCenterTop;
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TLockedToken<CModel> xf0_scanFrameStretchSide;
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TLockedToken<CModel> xfc_scanFrameStretchTop;
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TLockedToken<CModel> x108_newScanPane;
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TLockedToken<CModel> x114_scanShield;
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TLockedToken<CModel> x124_scanIconNoncritical;
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TLockedToken<CModel> x130_scanIconCritical;
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rstl::reserved_vector<SScanTarget, 64> x13c_scanTargets;
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TLockedToken<CTexture> x540_xrayPalette;
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float x54c_ = 0.f;
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float x550_ = 0.f;
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int FindEmptyInactiveScanTarget() const;
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int FindCachedInactiveScanTarget(TUniqueId uid) const;
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void DrawScanObjectIndicators(const CStateManager& mgr) const;
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void UpdateScanObjectIndicators(const CStateManager& mgr);
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void UpdateScanWindow(float dt, const CStateManager& mgr);
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EScanWindowState GetDesiredScanWindowState(const CStateManager& mgr) const;
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void LockUnlockAssets();
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void DrawScanEffect(const CStateManager& mgr, const CTargetingManager* tgtMgr) const;
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void DrawXRayEffect(const CStateManager& mgr) const;
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void DrawThermalEffect(const CStateManager& mgr) const;
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void UpdateCurrentVisor(float transFactor);
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void FinishTransitionIn();
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void BeginTransitionIn(const CStateManager& mgr);
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void FinishTransitionOut(const CStateManager& mgr);
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void BeginTransitionOut();
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public:
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CPlayerVisor(CStateManager& stateMgr);
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~CPlayerVisor();
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void Update(float dt, const CStateManager& stateMgr);
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void Draw(const CStateManager& stateMgr, const CTargetingManager* tgtManager) const;
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void Touch();
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