mirror of https://github.com/AxioDL/metaforce.git
More work on CPlayerGun
This commit is contained in:
parent
9b5ec8f86d
commit
ddb1d584b7
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@ -55,10 +55,10 @@ struct ITweakPlayerRes : ITweak
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return xc8_ballTransitions[0];
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case EBeamId::Ice:
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return xc8_ballTransitions[1];
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case EBeamId::Plasma:
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return xc8_ballTransitions[3];
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case EBeamId::Wave:
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return xc8_ballTransitions[2];
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case EBeamId::Plasma:
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return xc8_ballTransitions[3];
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case EBeamId::Phazon:
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return xc8_ballTransitions[4];
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}
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@ -76,10 +76,10 @@ struct ITweakPlayerRes : ITweak
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return xc8_cineGun[0];
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case EBeamId::Ice:
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return xc8_cineGun[1];
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case EBeamId::Plasma:
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return xc8_cineGun[3];
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case EBeamId::Wave:
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return xc8_cineGun[2];
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case EBeamId::Plasma:
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return xc8_cineGun[3];
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case EBeamId::Phazon:
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return xc8_cineGun[4];
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}
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@ -86,12 +86,13 @@ public:
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FusionPhazon
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};
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enum class EBeamId : u32
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enum class EBeamId : s32
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{
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Invalid = -1,
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Power,
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Ice,
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Plasma,
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Wave,
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Plasma,
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Phazon = 27
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};
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@ -137,6 +138,7 @@ public:
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EPlayerSuit GetCurrentSuit() const;
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EPlayerSuit GetCurrentSuitRaw() const { return x20_currentSuit; }
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EBeamId GetCurrentBeam() const { return x8_currentBeam; }
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void SetCurrentBeam(EBeamId beam) { x8_currentBeam = beam; }
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bool CanVisorSeeFog(const CStateManager& stateMgr) const;
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EPlayerVisor GetCurrentVisor() const { return x14_currentVisor; }
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EPlayerVisor GetTransitioningVisor() const { return x18_transitioningVisor; }
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@ -38,7 +38,7 @@ void CActorLights::BuildConstantAmbientLighting()
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{
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x299_26_ = true;
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x298_24_dirty = true;
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x29c_shadowLightValIdx = -1;
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x29c_shadowLightArrIdx = -1;
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x2a0_shadowLightIdx = -1;
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}
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@ -49,7 +49,7 @@ void CActorLights::BuildConstantAmbientLighting(const zeus::CColor& color)
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x294_aid = kInvalidAreaId;
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x298_24_dirty = true;
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x298_26_hasAreaLights = true;
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x29c_shadowLightValIdx = -1;
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x29c_shadowLightArrIdx = -1;
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x2a0_shadowLightIdx = -1;
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}
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@ -201,7 +201,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
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/* World lights disabled */
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if (x298_31_disableWorldLights)
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x2d4_worldLightingLevel = worldLightingLevel;
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x29c_shadowLightValIdx = -1;
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x29c_shadowLightArrIdx = -1;
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return true;
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}
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@ -230,7 +230,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
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x2d4_worldLightingLevel = worldLightingLevel;
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x298_24_dirty = false;
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x294_aid = area.GetAreaId();
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x29c_shadowLightValIdx = -1;
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x29c_shadowLightArrIdx = -1;
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x288_ambientColor = zeus::CColor::skClear;
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/* Find candidate lights via PVS */
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@ -369,7 +369,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
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zeus::CVector3f delta = light.GetPosition() - vec;
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float deltaMag = delta.magnitude();
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bool useShadow = false;
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if (x298_27_findShadowLight && x29c_shadowLightValIdx == -1 && light.GetType() != ELightType::LocalAmbient &&
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if (x298_27_findShadowLight && x29c_shadowLightArrIdx == -1 && light.GetType() != ELightType::LocalAmbient &&
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deltaMag > 2.f && !aabb.pointInside(light.GetPosition()))
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{
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/* Perform shadow dynamic range check */
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@ -383,7 +383,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
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if (useShadow)
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{
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/* Note shadow light */
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x29c_shadowLightValIdx = x0_areaLights.size();
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x29c_shadowLightArrIdx = x0_areaLights.size();
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x2a0_shadowLightIdx = value.x0_areaLightIdx;
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}
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else if (!outOfBounds)
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@ -40,8 +40,8 @@ class CActorLights
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u16 _dummy = 0;
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};
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bool x29a_findNearestDynamicLights = false;
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u32 x29c_shadowLightValIdx = -1;
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u32 x2a0_shadowLightIdx = -1;
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s32 x29c_shadowLightArrIdx = -1;
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s32 x2a0_shadowLightIdx = -1;
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u32 x2a4_lastUpdateFrame = 0;
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u32 x2a8_areaUpdateFramePeriod;
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zeus::CVector3f x2ac_actorPosBias;
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@ -51,7 +51,7 @@ class CActorLights
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float x2cc_actorPositionDeltaUpdateThreshold;
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float x2d0_shadowDynamicRangeThreshold = 0.f;
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float x2d4_worldLightingLevel = 1.f;
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u32 x2d8_brightLightIdx = -1;
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s32 x2d8_brightLightIdx = -1;
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u32 x2dc_brightLightLag = 0;
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static void MergeOverflowLight(CLight& out, zeus::CColor& color, const CLight& in, float colorMag);
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@ -75,11 +75,11 @@ public:
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void ActivateLights(CBooModel& model) const;
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void SetCastShadows(bool v) { x298_25_castShadows = v; }
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void SetFindShadowLight(bool v) { x298_27_findShadowLight = v; }
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void SetShadowDynamicRangeThreshold(float t) { x2d0_shadowDynamicRangeThreshold = t; }
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void SetAmbientChannelOverflow(bool v) { x298_29_ambientChannelOverflow = v; }
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void DisableAreaLights();
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void SetMaxDynamicLights(int l) { x2bc_maxDynamicLights = l; }
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void SetFindNearestDynamicLights(bool v) { x29a_findNearestDynamicLights = v; }
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void SetAmbientColor(const zeus::CColor& color) { x288_ambientColor = color; }
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const zeus::CColor& GetAmbientColor() const { return x288_ambientColor; }
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const CLight& GetLight(u32 idx) const;
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@ -88,6 +88,9 @@ public:
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const std::vector<CLight>& GetAreaLights() const { return x0_areaLights; }
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const std::vector<CLight>& GetDynamicLights() const { return x144_dynamicLights; }
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bool GetIsDirty() const { return x298_24_dirty; }
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bool HasShadowLight() const { return x29c_shadowLightArrIdx != -1; }
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s32 GetShadowLightArrIndex() const { return x29c_shadowLightArrIdx; }
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s32 GetShadowLightIndex() const { return x2a0_shadowLightIdx; }
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};
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}
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@ -37,8 +37,8 @@ private:
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CGuiFrame& x0_baseHud;
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EHudVisorBeamMenu x4_type;
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u32 x8_selectedItem = 0;
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u32 xc_pendingSelection = 0;
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int x8_selectedItem = 0;
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int xc_pendingSelection = 0;
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float x10_interp = 1.f;
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bool x14_24_visibleDebug : 1;
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bool x14_25_visibleGame : 1;
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@ -625,7 +625,7 @@ void CSamusHud::UpdateVisorAndBeamMenus(float dt, const CStateManager& mgr)
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if (x2a8_beamMenu)
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{
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x2a8_beamMenu->SetSelection(gun.GetSelectedBeam(), gun.GetPendingSelectedBeam(), beamInterp);
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x2a8_beamMenu->SetSelection(int(gun.GetCurrentBeam()), int(gun.GetNextBeam()), beamInterp);
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x2a8_beamMenu->SetPlayerHas(BuildPlayerHasBeams(mgr));
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}
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@ -14,5 +14,10 @@ CMetroidBeta::CMetroidBeta(TUniqueId uid, const std::string& name, const CEntity
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{
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}
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void CMetroidBeta::RenderHitGunEffect() const
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{
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}
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}
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}
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@ -16,6 +16,7 @@ public:
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CMetroidBeta(TUniqueId uid, const std::string& name, const CEntityInfo& info,
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const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pInfo,
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const CActorParameters& aParms, const CMetroidData& metroidData);
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void RenderHitGunEffect() const;
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};
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}
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@ -18,7 +18,7 @@ bool CAuxWeapon::IsComboFxActive(const CStateManager& mgr) const
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return false;
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}
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void CAuxWeapon::Load(int curBeam, CStateManager& mgr)
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void CAuxWeapon::Load(CPlayerState::EBeamId curBeam, CStateManager& mgr)
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{
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}
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@ -33,4 +33,9 @@ void CAuxWeapon::LoadIdle()
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}
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void CAuxWeapon::RenderMuzzleFx() const
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{
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}
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}
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@ -1,6 +1,7 @@
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#ifndef __URDE_CAUXWEAPON_HPP__
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#define __URDE_CAUXWEAPON_HPP__
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#include "CPlayerState.hpp"
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#include "RetroTypes.hpp"
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#include "CStateManager.hpp"
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@ -14,10 +15,11 @@ public:
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explicit CAuxWeapon(TUniqueId id);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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bool IsComboFxActive(const CStateManager& mgr) const;
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void Load(int curBeam, CStateManager& mgr);
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void Load(CPlayerState::EBeamId curBeam, CStateManager& mgr);
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void StopComboFx(CStateManager& mgr, bool b1);
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void LoadIdle();
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bool IsLoaded() const { return x80_24_isLoaded; }
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void RenderMuzzleFx() const;
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};
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}
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@ -46,6 +46,17 @@ void CGrappleArm::Update(float grappleSwingT, float dt, CStateManager& mgr)
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}
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void CGrappleArm::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 CGrappleArm::Render(const CStateManager& mgr, const zeus::CVector3f& pos,
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const CModelFlags& flags, const CActorLights* lights) const
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{
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}
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void CGrappleArm::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&)
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{
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@ -10,6 +10,9 @@
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namespace urde
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{
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class CStateManager;
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class CModelFlags;
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class CActorLights;
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class CGrappleArm
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{
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@ -31,6 +34,7 @@ public:
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private:
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CModelData x0_modelData;
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zeus::CTransform x220_xf;
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zeus::CTransform x2e0_auxXf;
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std::unique_ptr<CGunController> x328_gunController;
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EArmState x334_animState;
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union
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@ -51,6 +55,7 @@ public:
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void AsyncLoadSuit(CStateManager& mgr);
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void SetTransform(const zeus::CTransform& xf) { x220_xf = xf; }
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const zeus::CTransform& GetTransform() const { return x220_xf; }
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zeus::CTransform& AuxTransform() { return x2e0_auxXf; }
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void SetAnimState(EArmState state);
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EArmState GetAnimState() const { return x334_animState; }
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bool GetActive() const { return x3b2_24_active; }
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@ -64,6 +69,9 @@ public:
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void RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos);
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void TouchModel(const CStateManager& mgr) const;
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void Update(float grappleSwingT, float dt, CStateManager& mgr);
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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,
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const CModelFlags& flags, const CActorLights* lights) const;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void EnterStruck(CStateManager& mgr, float angle, bool attack, bool b2);
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void EnterIdle(CStateManager& mgr);
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@ -95,6 +95,11 @@ void CGunWeapon::TouchHolo(const CStateManager& mgr)
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}
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void CGunWeapon::DrawHologram(const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags) const
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{
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}
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void CGunWeapon::UpdateMuzzleFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos, bool emitting)
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{
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@ -112,4 +117,11 @@ zeus::CAABox CGunWeapon::GetBounds() const
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return zeus::CAABox::skNullBox;
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}
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zeus::CAABox CGunWeapon::GetBounds(const zeus::CTransform& xf) const
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{
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if (x10_solidModelData)
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return x10_solidModelData->GetBounds(xf);
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return zeus::CAABox::skNullBox;
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}
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}
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@ -118,6 +118,7 @@ public:
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virtual void Load(CStateManager& mgr, bool) {}
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virtual void Unload(CStateManager&) {}
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virtual bool IsLoaded() const {return false;}
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void DrawHologram(const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags) const;
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void UpdateMuzzleFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos, bool emitting);
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const CVelocityInfo& GetVelocityInfo() const { return x1d0_velInfo; }
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void SetRainSplashGenerator(CRainSplashGenerator* g) { x1bc_rainSplashGenerator = g; }
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@ -129,10 +130,12 @@ public:
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{ x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), parm2); }
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void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
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{ x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2); }
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bool HasSolidModelData() const { return x10_solidModelData.operator bool(); }
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CModelData& GetSolidModelData() { return *x10_solidModelData; }
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const SWeaponInfo& GetWeaponInfo() const;
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zeus::CAABox GetBounds() const;
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void SetLeavingBeam() { x218_29_leavingBeam = true; }
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zeus::CAABox GetBounds(const zeus::CTransform& xf) const;
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void SetLeavingBeam(bool leaving) { x218_29_leavingBeam = leaving; }
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};
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}
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@ -1,3 +1,5 @@
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#include <Runtime/MP1/World/CMetroidBeta.hpp>
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#include <Runtime/MP1/CSamusHud.hpp>
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#include "TCastTo.hpp"
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#include "CPlayerGun.hpp"
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#include "GameGlobalObjects.hpp"
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@ -12,6 +14,10 @@
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#include "Input/ControlMapper.hpp"
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#include "CBomb.hpp"
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#include "CPowerBomb.hpp"
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#include "Graphics/CBooRenderer.hpp"
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#include "World/CWorld.hpp"
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#include "Camera/CGameCamera.hpp"
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#include "GuiSys/CStringTable.hpp"
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namespace urde
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{
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@ -30,7 +36,7 @@ CPlayerGun::CPlayerGun(TUniqueId playerId)
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zeus::CVector2f(CPlayerCameraBob::kCameraBobExtentX, CPlayerCameraBob::kCameraBobExtentY),
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CPlayerCameraBob::kCameraBobPeriod),
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x678_morph(g_tweakPlayerGun->GetGunTransformTime(), g_tweakPlayerGun->GetHoloHoldTime()),
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x6c8_(zeus::CVector3f(-0.29329199f, 0.f, -0.2481945f),
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x6c8_hologramClipCube(zeus::CVector3f(-0.29329199f, 0.f, -0.2481945f),
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zeus::CVector3f(0.29329199f, 1.292392f, 0.2481945f)),
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x6e0_rightHandModel(CAnimRes(g_tweakGunRes->xc_rightHand, 0, zeus::CVector3f(3.f), 0, true))
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{
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@ -86,9 +92,9 @@ CPlayerGun::CPlayerGun(TUniqueId playerId)
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void CPlayerGun::InitBeamData()
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{
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x760_selectableBeams[0] = x74c_powerBeam.get();
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x760_selectableBeams[0] = x750_iceBeam.get();
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x760_selectableBeams[0] = x754_waveBeam.get();
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x760_selectableBeams[0] = x758_plasmaBeam.get();
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x760_selectableBeams[1] = x750_iceBeam.get();
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x760_selectableBeams[2] = x754_waveBeam.get();
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x760_selectableBeams[3] = x758_plasmaBeam.get();
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x72c_currentBeam = x760_selectableBeams[0];
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x738_nextBeam = x72c_currentBeam;
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x774_holoTransitionGen->SetParticleEmission(true);
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@ -142,7 +148,7 @@ void CPlayerGun::TakeDamage(bool bigStrike, bool notFromMetroid, CStateManager&
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{
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x384_ = 20.f;
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x364_ = 0.75f;
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if (x678_morph.GetGunState() == CGunMorph::EGunState::One)
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if (x678_morph.GetGunState() == CGunMorph::EGunState::OutWipeDone)
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{
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zeus::CVector3f localDamageLoc = mgr.GetPlayer().GetTransform().transposeRotate(x3dc_damageLocation);
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angle = zeus::CRelAngle(std::atan2(localDamageLoc.y, localDamageLoc.x)).asDegrees();
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@ -211,7 +217,6 @@ void CPlayerGun::SetGunLightActive(bool active, CStateManager& mgr)
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}
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}
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static const u32 skBeamIdMap[] = { 0, 1, 2, 3, 0 };
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static const u32 skBeamAnimIds[] = { 0, 1, 2, 1 };
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|
||||
void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr)
|
||||
|
@ -223,12 +228,11 @@ void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CSt
|
|||
case EScriptObjectMessage::Registered:
|
||||
{
|
||||
CreateGunLight(mgr);
|
||||
x320_ = x314_pendingSelectedBeam = x310_selectedBeam =
|
||||
skBeamIdMap[int(mgr.GetPlayerState()->GetCurrentBeam())];
|
||||
x72c_currentBeam = x738_nextBeam = x760_selectableBeams[x310_selectedBeam];
|
||||
x320_currentAuxBeam = x314_nextBeam = x310_currentBeam = mgr.GetPlayerState()->GetCurrentBeam();
|
||||
x72c_currentBeam = x738_nextBeam = x760_selectableBeams[int(x310_currentBeam)];
|
||||
x72c_currentBeam->Load(mgr, true);
|
||||
x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
|
||||
x744_auxWeapon->Load(x310_selectedBeam, mgr);
|
||||
x744_auxWeapon->Load(x310_currentBeam, mgr);
|
||||
CAnimPlaybackParms parms(skBeamAnimIds[int(mgr.GetPlayerState()->GetCurrentBeam())], -1, 1.f, true);
|
||||
x6e0_rightHandModel.AnimationData()->SetAnimation(parms, false);
|
||||
break;
|
||||
|
@ -251,7 +255,7 @@ void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CSt
|
|||
if (player.GetDistanceUnderWater() > player.GetEyeHeight())
|
||||
{
|
||||
x834_27_underwater = true;
|
||||
if (x744_auxWeapon->IsComboFxActive(mgr) && x310_selectedBeam != 2)
|
||||
if (x744_auxWeapon->IsComboFxActive(mgr) && x310_currentBeam != CPlayerState::EBeamId::Wave)
|
||||
StopContinuousBeam(mgr, false);
|
||||
}
|
||||
else
|
||||
|
@ -373,10 +377,10 @@ void CPlayerGun::TouchModel(const CStateManager& mgr)
|
|||
x6e0_rightHandModel.Touch(mgr, 0);
|
||||
}
|
||||
|
||||
if (x734_)
|
||||
if (x734_loadingBeam)
|
||||
{
|
||||
x734_->Touch(mgr);
|
||||
x734_->TouchHolo(mgr);
|
||||
x734_loadingBeam->Touch(mgr);
|
||||
x734_loadingBeam->TouchHolo(mgr);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -426,7 +430,7 @@ void CPlayerGun::ResetCharge(CStateManager& mgr, bool b1)
|
|||
|
||||
x32c_ = 0;
|
||||
x330_chargeState = EChargeState::Normal;
|
||||
x320_ = x310_selectedBeam;
|
||||
x320_currentAuxBeam = x310_currentBeam;
|
||||
x833_30_ = true;
|
||||
x832_27_ = false;
|
||||
x832_26_ = false;
|
||||
|
@ -472,7 +476,7 @@ void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
|
|||
{
|
||||
CPlayerState& playerState = *mgr.GetPlayerState();
|
||||
float maxBeamInput = 0.f;
|
||||
int selectBeam = -1;
|
||||
CPlayerState::EBeamId selectBeam = CPlayerState::EBeamId::Invalid;
|
||||
for (int i=0 ; i<4 ; ++i)
|
||||
{
|
||||
if (playerState.HasPowerUp(skBeamArr[i]))
|
||||
|
@ -481,18 +485,18 @@ void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
|
|||
if (inputVal > 0.65f && inputVal > maxBeamInput)
|
||||
{
|
||||
maxBeamInput = inputVal;
|
||||
selectBeam = i;
|
||||
selectBeam = CPlayerState::EBeamId(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (selectBeam < 0)
|
||||
if (selectBeam == CPlayerState::EBeamId::Invalid)
|
||||
return;
|
||||
|
||||
x833_25_ = true;
|
||||
if (x310_selectedBeam != selectBeam && playerState.HasPowerUp(skBeamArr[selectBeam]))
|
||||
if (x310_currentBeam != selectBeam && playerState.HasPowerUp(skBeamArr[int(selectBeam)]))
|
||||
{
|
||||
x314_pendingSelectedBeam = u32(selectBeam);
|
||||
x314_nextBeam = selectBeam;
|
||||
u32 flags = 0;
|
||||
if ((x2f8_ & 0x10) == 0x10)
|
||||
flags = 0x10;
|
||||
|
@ -508,7 +512,7 @@ void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
|
|||
x338_ = 5;
|
||||
x2e4_invalidSfx.reset();
|
||||
}
|
||||
else if (playerState.HasPowerUp(skBeamArr[selectBeam]))
|
||||
else if (playerState.HasPowerUp(skBeamArr[int(selectBeam)]))
|
||||
{
|
||||
if (ExitMissile())
|
||||
{
|
||||
|
@ -524,7 +528,7 @@ void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
|
|||
|
||||
void CPlayerGun::SetPhazonBeamMorph(bool intoPhazonBeam)
|
||||
{
|
||||
x39c_ = intoPhazonBeam ? 0.f : 1.f;
|
||||
x39c_phazonMorphT = intoPhazonBeam ? 0.f : 1.f;
|
||||
x835_27_intoPhazonBeam = intoPhazonBeam;
|
||||
x835_26_phazonBeamMorphing = true;
|
||||
}
|
||||
|
@ -561,13 +565,13 @@ void CPlayerGun::ResetBeamParams(CStateManager& mgr, const CPlayerState& playerS
|
|||
StopContinuousBeam(mgr, true);
|
||||
if (playerState.ItemEnabled(CPlayerState::EItemType::ChargeBeam))
|
||||
ResetCharge(mgr, false);
|
||||
CAnimPlaybackParms parms(skBeamAnimIds[x314_pendingSelectedBeam], -1, 1.f, true);
|
||||
CAnimPlaybackParms parms(skBeamAnimIds[int(x314_nextBeam)], -1, 1.f, true);
|
||||
x6e0_rightHandModel.AnimationData()->SetAnimation(parms, false);
|
||||
Reset(mgr, false);
|
||||
if (playSelectionSfx)
|
||||
CSfxManager::SfxStart(1774, 1.f, 0.f, true, 0x7f, false, kInvalidAreaId);
|
||||
x2ec_lastFireButtonStates &= ~0x1;
|
||||
x320_ = x310_selectedBeam;
|
||||
x320_currentAuxBeam = x310_currentBeam;
|
||||
x833_30_ = true;
|
||||
}
|
||||
|
||||
|
@ -594,17 +598,17 @@ void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop)
|
|||
{
|
||||
case NWeaponTypes::EGunAnimType::FromMissile:
|
||||
x2f8_ &= ~0x4;
|
||||
sfx = skFromMissileSound[x310_selectedBeam];
|
||||
sfx = skFromMissileSound[int(x310_currentBeam)];
|
||||
break;
|
||||
case NWeaponTypes::EGunAnimType::MissileReload:
|
||||
sfx = 1769;
|
||||
break;
|
||||
case NWeaponTypes::EGunAnimType::FromBeam:
|
||||
sfx = skFromBeamSound[x310_selectedBeam];
|
||||
sfx = skFromBeamSound[int(x310_currentBeam)];
|
||||
break;
|
||||
case NWeaponTypes::EGunAnimType::ToMissile:
|
||||
x2f8_ &= ~0x1;
|
||||
sfx = skToMissileSound[x310_selectedBeam];
|
||||
sfx = skToMissileSound[int(x310_currentBeam)];
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
@ -713,8 +717,10 @@ void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr)
|
|||
if ((x2f8_ & 0x10) != 0x10)
|
||||
HandleWeaponChange(input, mgr);
|
||||
case CPlayer::EPlayerMorphBallState::Morphed:
|
||||
x2f4_fireButtonStates = ControlMapper::GetDigitalInput(ControlMapper::ECommands::FireOrBomb, input) ? 1 : 0;
|
||||
x2f4_fireButtonStates |= ControlMapper::GetDigitalInput(ControlMapper::ECommands::MissileOrPowerBomb, input) ? 2 : 0;
|
||||
x2f4_fireButtonStates =
|
||||
ControlMapper::GetDigitalInput(ControlMapper::ECommands::FireOrBomb, input) ? 1 : 0;
|
||||
x2f4_fireButtonStates |=
|
||||
ControlMapper::GetDigitalInput(ControlMapper::ECommands::MissileOrPowerBomb, input) ? 2 : 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -808,13 +814,13 @@ void CPlayerGun::StopContinuousBeam(CStateManager& mgr, bool b1)
|
|||
{
|
||||
ReturnArmAndGunToDefault(mgr, false);
|
||||
x744_auxWeapon->StopComboFx(mgr, b1);
|
||||
switch (x310_selectedBeam)
|
||||
switch (x310_currentBeam)
|
||||
{
|
||||
case 0:
|
||||
case 2:
|
||||
case 3:
|
||||
case CPlayerState::EBeamId::Power:
|
||||
case CPlayerState::EBeamId::Wave:
|
||||
case CPlayerState::EBeamId::Plasma:
|
||||
// All except ice
|
||||
if (x310_selectedBeam != 0 || x833_28_phazonBeamActive)
|
||||
if (x310_currentBeam != CPlayerState::EBeamId::Power || x833_28_phazonBeamActive)
|
||||
{
|
||||
x72c_currentBeam->EnableSecondaryFx(
|
||||
b1 ? CGunWeapon::ESecondaryFxType::Zero : CGunWeapon::ESecondaryFxType::Three);
|
||||
|
@ -829,7 +835,7 @@ void CPlayerGun::StopContinuousBeam(CStateManager& mgr, bool b1)
|
|||
if (static_cast<CPhazonBeam*>(x72c_currentBeam)->IsFiring())
|
||||
static_cast<CPhazonBeam*>(x72c_currentBeam)->StopBeam(mgr, b1);
|
||||
}
|
||||
else if (x310_selectedBeam == 3) // Plasma
|
||||
else if (x310_currentBeam == CPlayerState::EBeamId::Plasma) // Plasma
|
||||
{
|
||||
if (static_cast<CPlasmaBeam*>(x72c_currentBeam)->IsFiring())
|
||||
static_cast<CPlasmaBeam*>(x72c_currentBeam)->StopBeam(mgr, b1);
|
||||
|
@ -843,28 +849,278 @@ void CPlayerGun::CMotionState::Update(bool b1, float dt, zeus::CTransform& xf, C
|
|||
|
||||
void CPlayerGun::ChangeWeapon(const CPlayerState& playerState, CStateManager& mgr)
|
||||
{
|
||||
if (x730_outgoingBeam != nullptr && x72c_currentBeam != x730_outgoingBeam)
|
||||
x730_outgoingBeam->Unload(mgr);
|
||||
|
||||
x734_loadingBeam = x760_selectableBeams[int(x314_nextBeam)];
|
||||
if (x734_loadingBeam && x72c_currentBeam != x734_loadingBeam)
|
||||
{
|
||||
x734_loadingBeam->Load(mgr, false);
|
||||
x744_auxWeapon->Load(x314_nextBeam, mgr);
|
||||
}
|
||||
|
||||
x72c_currentBeam->EnableFx(false);
|
||||
x834_28_ = x32c_ != 0;
|
||||
ResetBeamParams(mgr, playerState, true);
|
||||
x678_morph.StartWipe(CGunMorph::EDir::In);
|
||||
}
|
||||
|
||||
void CPlayerGun::GetLctrWithShake(zeus::CTransform& xfOut, const CModelData& mData, const std::string& lctrName,
|
||||
bool b1, bool b2)
|
||||
bool shake, bool dyn)
|
||||
{
|
||||
if (dyn)
|
||||
xfOut = mData.GetScaledLocatorTransformDynamic(lctrName, nullptr);
|
||||
else
|
||||
xfOut = mData.GetScaledLocatorTransform(lctrName);
|
||||
|
||||
if (x834_24_charging && shake)
|
||||
xfOut.origin += zeus::CVector3f(x34c_shakeX, 0.f, x350_shakeZ);
|
||||
}
|
||||
|
||||
void CPlayerGun::UpdateLeftArmTransform(const CModelData& mData, const CStateManager& mgr)
|
||||
{
|
||||
if (x834_26_)
|
||||
x740_grappleArm->AuxTransform() = zeus::CTransform::Identity();
|
||||
else
|
||||
GetLctrWithShake(x740_grappleArm->AuxTransform(), mData, "elbow", true, false);
|
||||
|
||||
x740_grappleArm->AuxTransform().origin = x740_grappleArm->AuxTransform() * zeus::CVector3f(-0.9f, -0.4f, 0.4f);
|
||||
x740_grappleArm->SetTransform(x3e8_xf);
|
||||
}
|
||||
|
||||
CPlayerGun::CGunMorph::EMorphEvent CPlayerGun::CGunMorph::Update(float inY, float outY, float dt)
|
||||
{
|
||||
EMorphEvent ret = EMorphEvent::None;
|
||||
|
||||
if (x20_gunState == EGunState::InWipeDone)
|
||||
{
|
||||
x14_remHoldTime -= dt;
|
||||
if (x14_remHoldTime <= 0.f && x24_25_weaponChanged)
|
||||
{
|
||||
StartWipe(EDir::Out);
|
||||
x24_25_weaponChanged = false;
|
||||
x14_remHoldTime = 0.f;
|
||||
ret = EMorphEvent::InWipeDone;
|
||||
}
|
||||
}
|
||||
|
||||
if (x24_24_morphing)
|
||||
{
|
||||
float omt = x8_remTime * xc_speed;
|
||||
float t = 1.f - omt;
|
||||
if (x1c_dir == EDir::In)
|
||||
{
|
||||
x0_yLerp = omt * outY + t * inY;
|
||||
x18_transitionFactor = omt;
|
||||
}
|
||||
else
|
||||
{
|
||||
x0_yLerp = omt * inY + t * outY;
|
||||
x18_transitionFactor = t;
|
||||
}
|
||||
|
||||
if (x8_remTime <= 0.f)
|
||||
{
|
||||
x24_24_morphing = false;
|
||||
x8_remTime = 0.f;
|
||||
if (x1c_dir == EDir::In)
|
||||
{
|
||||
x20_gunState = EGunState::InWipeDone;
|
||||
x18_transitionFactor = 0.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
x18_transitionFactor = 1.f;
|
||||
x20_gunState = EGunState::OutWipeDone;
|
||||
x1c_dir = EDir::Done;
|
||||
ret = EMorphEvent::OutWipeDone;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
x8_remTime -= dt;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void CPlayerGun::CGunMorph::StartWipe(EDir dir)
|
||||
{
|
||||
x14_remHoldTime = x10_holoHoldTime;
|
||||
if (dir == EDir::In && x20_gunState == EGunState::InWipeDone)
|
||||
return;
|
||||
|
||||
if (dir != x1c_dir && x20_gunState != EGunState::OutWipe)
|
||||
{
|
||||
x8_remTime = x4_gunTransformTime;
|
||||
xc_speed = 1.f / x4_gunTransformTime;
|
||||
}
|
||||
else if (x20_gunState != EGunState::InWipe)
|
||||
{
|
||||
x8_remTime = x4_gunTransformTime - x8_remTime;
|
||||
}
|
||||
|
||||
x1c_dir = dir;
|
||||
x20_gunState = x1c_dir == EDir::In ? EGunState::InWipe : EGunState::OutWipe;
|
||||
x24_24_morphing = true;
|
||||
}
|
||||
|
||||
static const u16 skIntoBeamSound[] = { 0, 1821, 1827, 1825 };
|
||||
|
||||
void CPlayerGun::ProcessGunMorph(float dt, CStateManager& mgr)
|
||||
{
|
||||
bool isUnmorphed = mgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
|
||||
switch (x678_morph.GetGunState())
|
||||
{
|
||||
case CGunMorph::EGunState::InWipeDone:
|
||||
if (x310_currentBeam != x314_nextBeam && x734_loadingBeam != nullptr)
|
||||
{
|
||||
if (!isUnmorphed)
|
||||
x734_loadingBeam->Touch(mgr);
|
||||
if (x734_loadingBeam->IsLoaded() && x744_auxWeapon->IsLoaded())
|
||||
{
|
||||
x730_outgoingBeam = (x734_loadingBeam == x72c_currentBeam ? nullptr : x72c_currentBeam);
|
||||
x734_loadingBeam = nullptr;
|
||||
x310_currentBeam = x314_nextBeam;
|
||||
x320_currentAuxBeam = x314_nextBeam;
|
||||
x833_30_ = true;
|
||||
x72c_currentBeam = x760_selectableBeams[int(x314_nextBeam)];
|
||||
x738_nextBeam = x72c_currentBeam;
|
||||
x678_morph.SetWeaponChanged();
|
||||
mgr.GetPlayerState()->SetCurrentBeam(x314_nextBeam);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case CGunMorph::EGunState::InWipe:
|
||||
case CGunMorph::EGunState::OutWipe:
|
||||
x774_holoTransitionGen->SetGlobalTranslation(zeus::CVector3f(0.f, x678_morph.GetYLerp(), 0.f));
|
||||
x774_holoTransitionGen->Update(dt);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
switch (x678_morph.Update(0.2f, 1.292392f, dt))
|
||||
{
|
||||
case CGunMorph::EMorphEvent::InWipeDone:
|
||||
CSfxManager::SfxStart(1775, 1.f, 0.f, true, 0x74, false, kInvalidAreaId);
|
||||
break;
|
||||
case CGunMorph::EMorphEvent::OutWipeDone:
|
||||
if (x730_outgoingBeam != nullptr && x72c_currentBeam != x730_outgoingBeam)
|
||||
{
|
||||
x730_outgoingBeam->Unload(mgr);
|
||||
x730_outgoingBeam = nullptr;
|
||||
}
|
||||
if (isUnmorphed)
|
||||
PlaySfx(skIntoBeamSound[int(x310_currentBeam)], x834_27_underwater, false, 0.165f);
|
||||
x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
|
||||
x72c_currentBeam->EnableFx(true);
|
||||
PlayAnim(NWeaponTypes::EGunAnimType::Ten, false);
|
||||
if (x833_31_)
|
||||
EnterFreeLook(mgr);
|
||||
else if (x832_30_)
|
||||
ReturnArmAndGunToDefault(mgr, false);
|
||||
if (x834_28_ || (x2ec_lastFireButtonStates & 0x1) != 0)
|
||||
{
|
||||
if (mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan)
|
||||
x32c_ = 1;
|
||||
x834_28_ = false;
|
||||
}
|
||||
x832_30_ = false;
|
||||
x338_ = 6;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerGun::SetPhazonBeamFeedback(bool active)
|
||||
{
|
||||
const char16_t* str = g_MainStringTable->GetString(21); // Hyper-mode
|
||||
CHUDMemoParms parms(5.f, true, !active, false);
|
||||
MP1::CSamusHud::DisplayHudMemo(str, parms);
|
||||
if (CSfxManager::IsPlaying(x2e8_phazonBeamSfx))
|
||||
CSfxManager::SfxStop(x2e8_phazonBeamSfx);
|
||||
x2e8_phazonBeamSfx.reset();
|
||||
if (active)
|
||||
x2e8_phazonBeamSfx = PlaySfx(3141, x834_27_underwater, false, 0.165f);
|
||||
}
|
||||
|
||||
void CPlayerGun::StartPhazonBeamTransition(bool active, CStateManager& mgr, CPlayerState& playerState)
|
||||
{
|
||||
if (x833_28_phazonBeamActive == active)
|
||||
return;
|
||||
x760_selectableBeams[int(x310_currentBeam)]->Unload(mgr);
|
||||
x760_selectableBeams[int(x310_currentBeam)] = active ? x75c_phazonBeam.get() : x738_nextBeam;
|
||||
ResetBeamParams(mgr, playerState, false);
|
||||
x72c_currentBeam = x760_selectableBeams[int(x310_currentBeam)];
|
||||
x833_28_phazonBeamActive = active;
|
||||
SetPhazonBeamFeedback(active);
|
||||
x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
|
||||
x72c_currentBeam->EnableFx(true);
|
||||
x72c_currentBeam->SetLeavingBeam(false);
|
||||
PlayAnim(NWeaponTypes::EGunAnimType::Ten, false);
|
||||
if (x833_31_)
|
||||
EnterFreeLook(mgr);
|
||||
else if (x832_30_)
|
||||
ReturnArmAndGunToDefault(mgr, false);
|
||||
x832_30_ = false;
|
||||
}
|
||||
|
||||
void CPlayerGun::ProcessPhazonGunMorph(float dt, CStateManager& mgr)
|
||||
{
|
||||
if (x835_26_phazonBeamMorphing)
|
||||
{
|
||||
if (x835_27_intoPhazonBeam)
|
||||
{
|
||||
x39c_phazonMorphT += 15.f * dt;
|
||||
if (x39c_phazonMorphT > 1.f)
|
||||
x39c_phazonMorphT = 1.f;
|
||||
}
|
||||
else
|
||||
{
|
||||
x39c_phazonMorphT -= 2.f * dt;
|
||||
if (x39c_phazonMorphT < 0.f)
|
||||
{
|
||||
x835_26_phazonBeamMorphing = false;
|
||||
x39c_phazonMorphT = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
switch (x33c_gunOverrideMode)
|
||||
{
|
||||
case EGunOverrideMode::One:
|
||||
if (x75c_phazonBeam)
|
||||
{
|
||||
x75c_phazonBeam->Update(dt, mgr);
|
||||
if (x75c_phazonBeam->IsLoaded())
|
||||
{
|
||||
StartPhazonBeamTransition(true, mgr, *mgr.GetPlayerState());
|
||||
SetPhazonBeamMorph(false);
|
||||
x33c_gunOverrideMode = EGunOverrideMode::Three;
|
||||
x338_ = 6;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EGunOverrideMode::Two:
|
||||
if (x738_nextBeam)
|
||||
{
|
||||
x738_nextBeam->Update(dt, mgr);
|
||||
if (x738_nextBeam->IsLoaded())
|
||||
{
|
||||
x835_25_inPhazonBeam = false;
|
||||
StartPhazonBeamTransition(false, mgr, *mgr.GetPlayerState());
|
||||
SetPhazonBeamMorph(false);
|
||||
x33c_gunOverrideMode = EGunOverrideMode::Normal;
|
||||
x338_ = 6;
|
||||
}
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerGun::UpdateChargeState(float dt, CStateManager& mgr)
|
||||
|
@ -910,7 +1166,7 @@ void CPlayerGun::ResetCharged(float dt, CStateManager& mgr)
|
|||
}
|
||||
else if (x32c_ != 0)
|
||||
{
|
||||
x320_ = x310_selectedBeam;
|
||||
x320_currentAuxBeam = x310_currentBeam;
|
||||
x833_30_ = true;
|
||||
x32c_ = 10;
|
||||
}
|
||||
|
@ -938,7 +1194,7 @@ void CPlayerGun::ProcessChargeState(u32 releasedStates, u32 pressedStates, CStat
|
|||
{
|
||||
if (x32c_ >= 4)
|
||||
{
|
||||
if (mgr.GetPlayerState()->HasPowerUp(skBeamComboArr[x310_selectedBeam]))
|
||||
if (mgr.GetPlayerState()->HasPowerUp(skBeamComboArr[int(x310_currentBeam)]))
|
||||
ActivateCombo(mgr);
|
||||
}
|
||||
else if (x32c_ == 0)
|
||||
|
@ -960,7 +1216,7 @@ void CPlayerGun::UpdateNormalShotCycle(float dt, CStateManager& mgr)
|
|||
return;
|
||||
if (mgr.GetCameraManager()->IsInCinematicCamera())
|
||||
return;
|
||||
x832_25_ = x833_28_phazonBeamActive || x310_selectedBeam != 3 || x32c_ != 0;
|
||||
x832_25_ = x833_28_phazonBeamActive || x310_currentBeam != CPlayerState::EBeamId::Plasma || x32c_ != 0;
|
||||
x30c_ += 1;
|
||||
zeus::CTransform xf = x833_29_pointBlankWorldSurface ? x448_elbowWorldXf : x4a8_gunWorldXf * x418_beamLocalXf;
|
||||
if (!x833_29_pointBlankWorldSurface && x364_ <= 0.f)
|
||||
|
@ -1102,7 +1358,8 @@ void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CSt
|
|||
{
|
||||
if ((x2f8_ & 0x10) == 0x10 && x744_auxWeapon->IsComboFxActive(mgr))
|
||||
{
|
||||
if (x2ec_lastFireButtonStates == 0 || (x310_selectedBeam == 2 && x833_29_pointBlankWorldSurface))
|
||||
if (x2ec_lastFireButtonStates == 0 ||
|
||||
(x310_currentBeam == CPlayerState::EBeamId::Wave && x833_29_pointBlankWorldSurface))
|
||||
{
|
||||
StopContinuousBeam(mgr, (x2f8_ & 0x8) == 0x8);
|
||||
}
|
||||
|
@ -1124,7 +1381,7 @@ void CPlayerGun::EnterFreeLook(CStateManager& mgr)
|
|||
{
|
||||
if (!x832_30_)
|
||||
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::FreeLook, mgr, 0.f, false);
|
||||
x740_grappleArm->EnterFreeLook(x835_25_inPhazonBeam ? 1 : x310_selectedBeam,
|
||||
x740_grappleArm->EnterFreeLook(x835_25_inPhazonBeam ? 1 : s32(x310_currentBeam),
|
||||
x73c_gunMotion->GetFreeLookSetId(), mgr);
|
||||
}
|
||||
|
||||
|
@ -1162,7 +1419,7 @@ void CPlayerGun::AsyncLoadFidget(CStateManager& mgr)
|
|||
SetFidgetAnimBits(x3a4_fidget.GetParm2(), x3a4_fidget.GetState() == CFidget::EState::Three);
|
||||
if ((x2fc_fidgetAnimBits & 0x1) == 0x1)
|
||||
x73c_gunMotion->GunController().LoadFidgetAnimAsync(mgr, s32(x3a4_fidget.GetType()),
|
||||
x310_selectedBeam, x3a4_fidget.GetParm2());
|
||||
s32(x310_currentBeam), x3a4_fidget.GetParm2());
|
||||
if ((x2fc_fidgetAnimBits & 0x2) == 0x2)
|
||||
{
|
||||
x72c_currentBeam->AsyncLoadFidget(mgr, (x3a4_fidget.GetState() == CFidget::EState::Three ?
|
||||
|
@ -1172,7 +1429,7 @@ void CPlayerGun::AsyncLoadFidget(CStateManager& mgr)
|
|||
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
|
||||
if (CGunController* gc = x740_grappleArm->GunController())
|
||||
gc->LoadFidgetAnimAsync(mgr, s32(x3a4_fidget.GetType()),
|
||||
x3a4_fidget.GetType() != SamusGun::EFidgetType::Zero ? x310_selectedBeam : 0,
|
||||
x3a4_fidget.GetType() != SamusGun::EFidgetType::Zero ? s32(x310_currentBeam) : 0,
|
||||
x3a4_fidget.GetParm2());
|
||||
}
|
||||
|
||||
|
@ -1207,7 +1464,7 @@ void CPlayerGun::EnterFidget(CStateManager& mgr)
|
|||
|
||||
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
|
||||
x740_grappleArm->EnterFidget(mgr, x3a4_fidget.GetType(),
|
||||
x3a4_fidget.GetType() != SamusGun::EFidgetType::Zero ? x310_selectedBeam : 0,
|
||||
x3a4_fidget.GetType() != SamusGun::EFidgetType::Zero ? s32(x310_currentBeam) : 0,
|
||||
x3a4_fidget.GetParm2());
|
||||
|
||||
UnLoadFidget();
|
||||
|
@ -1379,13 +1636,13 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
|
|||
else
|
||||
advDt = dt;
|
||||
|
||||
bool r23 = x678_morph.GetGunState() != CGunMorph::EGunState::One;
|
||||
bool r23 = x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone;
|
||||
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay || r23)
|
||||
x6e0_rightHandModel.AdvanceAnimation(advDt, mgr, kInvalidAreaId, true);
|
||||
if (r23 && x734_ != 0 && x734_ != x72c_currentBeam)
|
||||
if (r23 && x734_loadingBeam != 0 && x734_loadingBeam != x72c_currentBeam)
|
||||
{
|
||||
x744_auxWeapon->LoadIdle();
|
||||
x734_->Update(advDt, mgr);
|
||||
x734_loadingBeam->Update(advDt, mgr);
|
||||
}
|
||||
if (!x744_auxWeapon->IsLoaded())
|
||||
x744_auxWeapon->LoadIdle();
|
||||
|
@ -1413,7 +1670,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
|
|||
|
||||
if (x338_ != 0)
|
||||
{
|
||||
if (x678_morph.GetGunState() == CGunMorph::EGunState::Zero)
|
||||
if (x678_morph.GetGunState() == CGunMorph::EGunState::InWipeDone)
|
||||
{
|
||||
if (x338_ == 5)
|
||||
{
|
||||
|
@ -1468,14 +1725,14 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
|
|||
case 8:
|
||||
if (x75c_phazonBeam->IsLoaded())
|
||||
break;
|
||||
x72c_currentBeam->SetLeavingBeam();
|
||||
x72c_currentBeam->SetLeavingBeam(true);
|
||||
x75c_phazonBeam->Load(mgr, false);
|
||||
x33c_gunOverrideMode = EGunOverrideMode::One;
|
||||
break;
|
||||
case 9:
|
||||
if (x738_nextBeam->IsLoaded())
|
||||
break;
|
||||
x72c_currentBeam->SetLeavingBeam();
|
||||
x72c_currentBeam->SetLeavingBeam(true);
|
||||
x738_nextBeam->Load(mgr, false);
|
||||
x33c_gunOverrideMode = EGunOverrideMode::Two;
|
||||
break;
|
||||
|
@ -1558,7 +1815,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
|
|||
bool emitting = x833_30_ ? x344_ < 1.f : false;
|
||||
zeus::CVector3f scale((emitting && x832_26_) ? (1.f - x344_) * 2.f : 2.f);
|
||||
x72c_currentBeam->UpdateMuzzleFx(advDt, scale, x418_beamLocalXf.origin, emitting);
|
||||
CElementGen& gen = *x800_auxMuzzleGenerators[x320_];
|
||||
CElementGen& gen = *x800_auxMuzzleGenerators[int(x320_currentAuxBeam)];
|
||||
gen.SetGlobalOrientAndTrans(x418_beamLocalXf);
|
||||
gen.SetGlobalScale(scale);
|
||||
gen.SetParticleEmission(emitting);
|
||||
|
@ -1661,17 +1918,227 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
|
|||
|
||||
void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos)
|
||||
{
|
||||
const CPlayerState& playerState = *mgr.GetPlayerState();
|
||||
if (playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Scan)
|
||||
return;
|
||||
|
||||
CPlayerState::EPlayerVisor activeVisor = playerState.GetActiveVisor(mgr);
|
||||
switch (activeVisor)
|
||||
{
|
||||
case CPlayerState::EPlayerVisor::Thermal:
|
||||
x0_lights.BuildConstantAmbientLighting(
|
||||
zeus::CColor(zeus::clamp(0.6f, 0.5f * x380_ + 0.6f - x378_, 1.f), 1.f));
|
||||
break;
|
||||
case CPlayerState::EPlayerVisor::Combat:
|
||||
{
|
||||
zeus::CAABox aabb = x72c_currentBeam->GetBounds(zeus::CTransform::Translate(camPos) * x4a8_gunWorldXf);
|
||||
if (mgr.GetNextAreaId() != kInvalidAreaId)
|
||||
{
|
||||
x0_lights.SetFindShadowLight(true);
|
||||
x0_lights.SetShadowDynamicRangeThreshold(0.25f);
|
||||
x0_lights.BuildAreaLightList(mgr, *mgr.GetWorld()->GetAreaAlways(mgr.GetNextAreaId()), aabb);
|
||||
}
|
||||
x0_lights.BuildDynamicLightList(mgr, aabb);
|
||||
if (x0_lights.HasShadowLight())
|
||||
{
|
||||
if (x72c_currentBeam->IsLoaded())
|
||||
{
|
||||
x82c_shadow->BuildLightShadowTexture(mgr, mgr.GetNextAreaId(),
|
||||
x0_lights.GetShadowLightIndex(), aabb, true, false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
x82c_shadow->ResetBlur();
|
||||
}
|
||||
break;
|
||||
}
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if (x740_grappleArm->GetActive())
|
||||
x740_grappleArm->PreRender(mgr, frustum, camPos);
|
||||
|
||||
if (x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone ||
|
||||
activeVisor == CPlayerState::EPlayerVisor::XRay)
|
||||
x6e0_rightHandModel.AnimationData()->PreRender();
|
||||
|
||||
if (x833_28_phazonBeamActive)
|
||||
g_Renderer->AllocatePhazonSuitMaskTexture();
|
||||
}
|
||||
|
||||
static const CModelFlags kThermalFlags[] =
|
||||
{
|
||||
{0, 0, 3, zeus::CColor::skWhite},
|
||||
{5, 0, 3, zeus::CColor(0.f, 0.5f)},
|
||||
{0, 0, 3, zeus::CColor::skWhite},
|
||||
{0, 0, 3, zeus::CColor::skWhite}
|
||||
};
|
||||
|
||||
void CPlayerGun::RenderEnergyDrainEffects(const CStateManager& mgr) const
|
||||
{
|
||||
if (TCastToConstPtr<CPlayer> player = mgr.GetObjectById(x538_playerId))
|
||||
{
|
||||
for (const auto& source : player->GetEnergyDrain().GetEnergyDrainSources())
|
||||
{
|
||||
if (auto* metroid =
|
||||
CPatterned::CastTo<MP1::CMetroidBeta>(mgr.GetObjectById(source.GetEnergyDrainSourceId())))
|
||||
{
|
||||
metroid->RenderHitGunEffect();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerGun::DrawArm(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const
|
||||
{
|
||||
const CPlayer& player = mgr.GetPlayer();
|
||||
if (!x740_grappleArm->GetActive() || x740_grappleArm->GetAnimState() == CGrappleArm::EArmState::Ten)
|
||||
return;
|
||||
|
||||
if (player.GetGrappleState() != CPlayer::EGrappleState::None ||
|
||||
x740_grappleArm->GetTransform().basis[1].dot(player.GetTransform().basis[1]) > 0.1f)
|
||||
{
|
||||
CModelFlags useFlags;
|
||||
if (x740_grappleArm->IsArmMoving())
|
||||
useFlags = flags;
|
||||
else
|
||||
useFlags = CModelFlags(0, 0, 3, zeus::CColor::skWhite);
|
||||
|
||||
x740_grappleArm->Render(mgr, pos, useFlags, &x0_lights);
|
||||
}
|
||||
}
|
||||
|
||||
zeus::CVector3f CPlayerGun::ConvertToScreenSpace(const zeus::CVector3f& pos, const CGameCamera& cam) const
|
||||
{
|
||||
zeus::CVector3f camToPosLocal = cam.GetTransform().transposeRotate(pos - cam.GetTranslation());
|
||||
if (!camToPosLocal.isZero())
|
||||
return CGraphics::GetPerspectiveProjectionMatrix(false).multiplyOneOverW(camToPosLocal);
|
||||
else
|
||||
return {-1.f, -1.f, 1.f};
|
||||
}
|
||||
|
||||
static void CopyScreenTex() {}
|
||||
static void DrawScreenTex(float f1) {}
|
||||
static void DrawClipCube(const zeus::CAABox& aabb) {}
|
||||
|
||||
static const CModelFlags kHandThermalFlag = {7, 0, 3, zeus::CColor::skWhite};
|
||||
static const CModelFlags kHandHoloFlag = {1, 0, 3, zeus::CColor(0.75f, 0.5f, 0.f, 1.f)};
|
||||
|
||||
void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const
|
||||
{
|
||||
CGraphics::CProjectionState projState = CGraphics::GetProjectionState();
|
||||
CModelFlags useFlags;
|
||||
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal)
|
||||
{
|
||||
useFlags = kThermalFlags[int(x310_currentBeam)];
|
||||
}
|
||||
else
|
||||
{
|
||||
if (x835_26_phazonBeamMorphing)
|
||||
useFlags = CModelFlags(1, 0, 3, zeus::CColor::lerp(zeus::CColor::skWhite, zeus::CColor::skBlack,
|
||||
x39c_phazonMorphT));
|
||||
else
|
||||
useFlags = flags;
|
||||
}
|
||||
|
||||
const CGameCamera* cam = mgr.GetCameraManager()->GetCurrentCamera(mgr);
|
||||
CGraphics::SetDepthRange(0.03125f, 0.125f);
|
||||
zeus::CTransform offsetWorldXf = zeus::CTransform::Translate(pos) * x4a8_gunWorldXf;
|
||||
zeus::CTransform elbowOffsetXf = offsetWorldXf * x508_elbowLocalXf;
|
||||
if (x32c_ && (x2f8_ & 0x10) != 0x10)
|
||||
offsetWorldXf.origin += zeus::CVector3f(x34c_shakeX, 0.f, x350_shakeZ);
|
||||
|
||||
zeus::CTransform oldViewMtx = CGraphics::g_ViewMatrix;
|
||||
CGraphics::SetViewPointMatrix(offsetWorldXf.inverse() * oldViewMtx);
|
||||
CGraphics::SetModelMatrix(zeus::CTransform::Identity());
|
||||
if (x32c_ >= 4 && x32c_ < 5)
|
||||
x800_auxMuzzleGenerators[int(x320_currentAuxBeam)]->Render();
|
||||
|
||||
if (x832_25_ && (x38c_ > 0.f || x32c_ > 2))
|
||||
x72c_currentBeam->DrawMuzzleFx(mgr);
|
||||
|
||||
if (x678_morph.GetGunState() == CGunMorph::EGunState::InWipe ||
|
||||
x678_morph.GetGunState() == CGunMorph::EGunState::OutWipe)
|
||||
x774_holoTransitionGen->Render();
|
||||
|
||||
CGraphics::SetViewPointMatrix(oldViewMtx);
|
||||
if ((x2f8_ & 0x10) == 0x10)
|
||||
x744_auxWeapon->RenderMuzzleFx();
|
||||
|
||||
x72c_currentBeam->PreRenderGunFx(mgr, offsetWorldXf);
|
||||
bool r26 = !x740_grappleArm->IsGrappling() &&
|
||||
mgr.GetPlayer().GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn;
|
||||
x73c_gunMotion->Draw(mgr, offsetWorldXf);
|
||||
|
||||
switch (x678_morph.GetGunState())
|
||||
{
|
||||
case CGunMorph::EGunState::OutWipeDone:
|
||||
if (x0_lights.HasShadowLight())
|
||||
x82c_shadow->EnableModelProjectedShadow(offsetWorldXf, x0_lights.GetShadowLightArrIndex(), 2.15f);
|
||||
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay)
|
||||
{
|
||||
x6e0_rightHandModel.Render(mgr, elbowOffsetXf * zeus::CTransform::Translate(0.f, -0.2f, 0.02f), &x0_lights,
|
||||
mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal ?
|
||||
kHandThermalFlag : kHandHoloFlag);
|
||||
}
|
||||
DrawArm(mgr, pos, flags);
|
||||
x72c_currentBeam->Draw(r26, mgr, offsetWorldXf, useFlags, &x0_lights);
|
||||
x82c_shadow->DisableModelProjectedShadow();
|
||||
break;
|
||||
case CGunMorph::EGunState::InWipeDone:
|
||||
case CGunMorph::EGunState::InWipe:
|
||||
case CGunMorph::EGunState::OutWipe:
|
||||
if (x678_morph.GetGunState() != CGunMorph::EGunState::InWipeDone)
|
||||
{
|
||||
zeus::CTransform morphXf = elbowOffsetXf * zeus::CTransform::Translate(0.f, x678_morph.GetYLerp(), 0.f);
|
||||
CopyScreenTex();
|
||||
x6e0_rightHandModel.Render(mgr, elbowOffsetXf * zeus::CTransform::Translate(0.f, -0.2f, 0.02f), &x0_lights,
|
||||
mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal ?
|
||||
kHandThermalFlag : kHandHoloFlag);
|
||||
x72c_currentBeam->DrawHologram(mgr, offsetWorldXf, CModelFlags(0, 0, 3, zeus::CColor::skWhite));
|
||||
DrawScreenTex(ConvertToScreenSpace(morphXf.origin, *cam).z);
|
||||
if (x0_lights.HasShadowLight())
|
||||
x82c_shadow->EnableModelProjectedShadow(offsetWorldXf, x0_lights.GetShadowLightArrIndex(), 2.15f);
|
||||
CGraphics::SetModelMatrix(morphXf);
|
||||
DrawClipCube(x6c8_hologramClipCube);
|
||||
x72c_currentBeam->Draw(r26, mgr, offsetWorldXf, useFlags, &x0_lights);
|
||||
x82c_shadow->DisableModelProjectedShadow();
|
||||
}
|
||||
else
|
||||
{
|
||||
x6e0_rightHandModel.Render(mgr, elbowOffsetXf * zeus::CTransform::Translate(0.f, -0.2f, 0.02f), &x0_lights,
|
||||
mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal ?
|
||||
kHandThermalFlag : kHandHoloFlag);
|
||||
x72c_currentBeam->DrawHologram(mgr, offsetWorldXf, CModelFlags(0, 0, 3, zeus::CColor::skWhite));
|
||||
if (x0_lights.HasShadowLight())
|
||||
x82c_shadow->EnableModelProjectedShadow(offsetWorldXf, x0_lights.GetShadowLightArrIndex(), 2.15f);
|
||||
DrawArm(mgr, pos, flags);
|
||||
x82c_shadow->DisableModelProjectedShadow();
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
oldViewMtx = CGraphics::g_ViewMatrix;
|
||||
CGraphics::SetModelMatrix(offsetWorldXf.inverse() * oldViewMtx);
|
||||
CGraphics::SetModelMatrix(zeus::CTransform::Identity());
|
||||
x72c_currentBeam->PostRenderGunFx(mgr, offsetWorldXf);
|
||||
if (x832_26_ && x77c_)
|
||||
x77c_->Render();
|
||||
CGraphics::SetViewPointMatrix(oldViewMtx);
|
||||
|
||||
RenderEnergyDrainEffects(mgr);
|
||||
|
||||
CGraphics::SetDepthRange(0.125f, 1.f);
|
||||
CGraphics::SetProjectionState(projState);
|
||||
}
|
||||
|
||||
void CPlayerGun::AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const
|
||||
{
|
||||
|
||||
if (x72c_currentBeam->HasSolidModelData())
|
||||
x72c_currentBeam->GetSolidModelData().RenderParticles(frustum);
|
||||
}
|
||||
|
||||
void CPlayerGun::DropBomb(EBWeapon weapon, CStateManager& mgr)
|
||||
|
|
|
@ -51,26 +51,40 @@ private:
|
|||
public:
|
||||
enum class EGunState
|
||||
{
|
||||
Zero,
|
||||
One
|
||||
InWipeDone,
|
||||
OutWipeDone,
|
||||
InWipe,
|
||||
OutWipe
|
||||
};
|
||||
enum class EMorphEvent
|
||||
{
|
||||
None,
|
||||
InWipeDone,
|
||||
OutWipeDone
|
||||
};
|
||||
enum class EDir
|
||||
{
|
||||
In,
|
||||
Out,
|
||||
Done
|
||||
};
|
||||
private:
|
||||
float x0_ = 0.f;
|
||||
float x0_yLerp = 0.f;
|
||||
float x4_gunTransformTime;
|
||||
float x8_ = 0.f;
|
||||
float xc_ = 0.1f;
|
||||
float x8_remTime = 0.f;
|
||||
float xc_speed = 0.1f;
|
||||
float x10_holoHoldTime;
|
||||
float x14_ = 2.f;
|
||||
float x14_remHoldTime = 2.f;
|
||||
float x18_transitionFactor = 1.f;
|
||||
u32 x1c_ = 2;
|
||||
EGunState x20_gunState = EGunState::One;
|
||||
EDir x1c_dir = EDir::Done;
|
||||
EGunState x20_gunState = EGunState::OutWipeDone;
|
||||
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
bool x24_24_ : 1;
|
||||
bool x24_25_ : 1;
|
||||
bool x24_24_morphing : 1;
|
||||
bool x24_25_weaponChanged : 1;
|
||||
};
|
||||
u32 _dummy = 0;
|
||||
};
|
||||
|
@ -78,8 +92,12 @@ private:
|
|||
public:
|
||||
CGunMorph(float gunTransformTime, float holoHoldTime)
|
||||
: x4_gunTransformTime(gunTransformTime), x10_holoHoldTime(std::fabs(holoHoldTime)) {}
|
||||
float GetYLerp() const { return x0_yLerp; }
|
||||
float GetTransitionFactor() const { return x18_transitionFactor; }
|
||||
EGunState GetGunState() const { return x20_gunState; }
|
||||
void SetWeaponChanged() { x24_25_weaponChanged = true; }
|
||||
EMorphEvent Update(float inY, float outY, float dt);
|
||||
void StartWipe(EDir dir);
|
||||
};
|
||||
|
||||
class CMotionState
|
||||
|
@ -113,7 +131,7 @@ private:
|
|||
CActorLights x0_lights;
|
||||
CSfxHandle x2e0_chargeSfx;
|
||||
CSfxHandle x2e4_invalidSfx;
|
||||
u32 x2e8_ = 0;
|
||||
CSfxHandle x2e8_phazonBeamSfx;
|
||||
// 0x1: FireOrBomb, 0x2: MissileOrPowerBomb
|
||||
u32 x2ec_lastFireButtonStates = 0;
|
||||
u32 x2f0_pressedFireButtonStates = 0;
|
||||
|
@ -124,11 +142,11 @@ private:
|
|||
u32 x304_ = 0;
|
||||
u32 x308_bombCount = 3;
|
||||
u32 x30c_ = 0;
|
||||
u32 x310_selectedBeam = 0;
|
||||
u32 x314_pendingSelectedBeam = 0;
|
||||
CPlayerState::EBeamId x310_currentBeam = CPlayerState::EBeamId::Power;
|
||||
CPlayerState::EBeamId x314_nextBeam = CPlayerState::EBeamId::Power;
|
||||
u32 x318_ = 0;
|
||||
EMissleMode x31c_missileMode = EMissleMode::Inactive;
|
||||
u32 x320_ = 0;
|
||||
CPlayerState::EBeamId x320_currentAuxBeam = CPlayerState::EBeamId::Power;
|
||||
u32 x324_ = 4;
|
||||
u32 x328_ = 0x2000;
|
||||
u32 x32c_ = 0;
|
||||
|
@ -159,7 +177,7 @@ private:
|
|||
float x390_cooldown = 0.f;
|
||||
float x394_damageTimer = 0.f;
|
||||
float x398_damageAmt = 0.f;
|
||||
float x39c_ = 0.f;
|
||||
float x39c_phazonMorphT = 0.f;
|
||||
float x3a0_ = 0.f;
|
||||
CFidget x3a4_fidget;
|
||||
zeus::CVector3f x3dc_damageLocation;
|
||||
|
@ -185,11 +203,11 @@ private:
|
|||
u32 x674_ = 0;
|
||||
CGunMorph x678_morph;
|
||||
CMotionState x6a0_motionState;
|
||||
zeus::CAABox x6c8_;
|
||||
zeus::CAABox x6c8_hologramClipCube;
|
||||
CModelData x6e0_rightHandModel;
|
||||
CGunWeapon* x72c_currentBeam = nullptr;
|
||||
u32 x730_ = 0;
|
||||
CGunWeapon* x734_ = nullptr;
|
||||
CGunWeapon* x730_outgoingBeam = nullptr;
|
||||
CGunWeapon* x734_loadingBeam = nullptr;
|
||||
CGunWeapon* x738_nextBeam = nullptr;
|
||||
std::unique_ptr<CGunMotion> x73c_gunMotion;
|
||||
std::unique_ptr<CGrappleArm> x740_grappleArm;
|
||||
|
@ -274,9 +292,11 @@ private:
|
|||
void ReturnToRestPose();
|
||||
void ChangeWeapon(const CPlayerState& playerState, CStateManager& mgr);
|
||||
void GetLctrWithShake(zeus::CTransform& xfOut, const CModelData& mData, const std::string& lctrName,
|
||||
bool b1, bool b2);
|
||||
bool shake, bool dyn);
|
||||
void UpdateLeftArmTransform(const CModelData& mData, const CStateManager& mgr);
|
||||
void ProcessGunMorph(float dt, CStateManager& mgr);
|
||||
void SetPhazonBeamFeedback(bool active);
|
||||
void StartPhazonBeamTransition(bool active, CStateManager& mgr, CPlayerState& playerState);
|
||||
void ProcessPhazonGunMorph(float dt, CStateManager& mgr);
|
||||
void UpdateChargeState(float dt, CStateManager& mgr);
|
||||
void UpdateAuxWeapons(float dt, const zeus::CTransform& targetXf, CStateManager& mgr);
|
||||
|
@ -297,6 +317,9 @@ private:
|
|||
bool IsFidgetLoaded() const;
|
||||
void EnterFidget(CStateManager& mgr);
|
||||
void UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr);
|
||||
void RenderEnergyDrainEffects(const CStateManager& mgr) const;
|
||||
void DrawArm(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const;
|
||||
zeus::CVector3f ConvertToScreenSpace(const zeus::CVector3f& pos, const CGameCamera& cam) const;
|
||||
|
||||
public:
|
||||
explicit CPlayerGun(TUniqueId playerId);
|
||||
|
@ -311,8 +334,8 @@ public:
|
|||
bool IsBombReady() const { return x835_28_bombReady; }
|
||||
u32 GetBombCount() const { return x308_bombCount; }
|
||||
bool IsPowerBombReady() const { return x835_29_powerBombReady; }
|
||||
u32 GetSelectedBeam() const { return x310_selectedBeam; }
|
||||
u32 GetPendingSelectedBeam() const { return x314_pendingSelectedBeam; }
|
||||
CPlayerState::EBeamId GetCurrentBeam() const { return x310_currentBeam; }
|
||||
CPlayerState::EBeamId GetNextBeam() const { return x314_nextBeam; }
|
||||
const CGunMorph& GetGunMorph() const { return x678_morph; }
|
||||
float GetHoloTransitionFactor() const { return x678_morph.GetTransitionFactor(); }
|
||||
void SetTransform(const zeus::CTransform& xf) { x3e8_xf = xf; }
|
||||
|
|
|
@ -44,7 +44,8 @@ enum class EGunAnimType
|
|||
ToMissile,
|
||||
Seven,
|
||||
MissileReload,
|
||||
FromBeam
|
||||
FromBeam,
|
||||
Ten
|
||||
};
|
||||
|
||||
void primitive_set_to_token_vector(const CAnimData& animData, const std::set<CPrimitive>& primSet,
|
||||
|
|
|
@ -150,8 +150,7 @@ public:
|
|||
static T* CastTo(CEntity* ent)
|
||||
{
|
||||
if (TCastToPtr<CPatterned> patterned = ent)
|
||||
if (patterned->x34c_character == T::CharacterType)
|
||||
return static_cast<T*>(patterned.GetPtr());
|
||||
return CastTo<T>(patterned.GetPtr());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
@ -159,8 +158,23 @@ public:
|
|||
static const T* CastTo(const CEntity* ent)
|
||||
{
|
||||
if (TCastToConstPtr<CPatterned> patterned = ent)
|
||||
if (patterned->x34c_character == T::CharacterType)
|
||||
return static_cast<const T*>(patterned.GetPtr());
|
||||
return CastTo<T>(patterned.GetPtr());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
static T* CastTo(CPatterned* patterned)
|
||||
{
|
||||
if (patterned->x34c_character == T::CharacterType)
|
||||
return static_cast<T*>(patterned);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
template <class T>
|
||||
static const T* CastTo(const CPatterned* patterned)
|
||||
{
|
||||
if (patterned->x34c_character == T::CharacterType)
|
||||
return static_cast<const T*>(patterned);
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
|
|
@ -7,4 +7,25 @@ CWorldShadow::CWorldShadow(u32, u32, bool)
|
|||
{
|
||||
}
|
||||
|
||||
void CWorldShadow::EnableModelProjectedShadow(const zeus::CTransform& pos, s32 lightIdx, float f1)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CWorldShadow::DisableModelProjectedShadow()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, s32 lightIdx,
|
||||
const zeus::CAABox& aabb, bool b1, bool b2)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CWorldShadow::ResetBlur()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -2,14 +2,21 @@
|
|||
#define __URDE_CWORLDSHADOW_HPP__
|
||||
|
||||
#include "RetroTypes.hpp"
|
||||
#include "zeus/CAABox.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
class CStateManager;
|
||||
|
||||
class CWorldShadow
|
||||
{
|
||||
public:
|
||||
CWorldShadow(u32, u32, bool);
|
||||
void EnableModelProjectedShadow(const zeus::CTransform& pos, s32 lightIdx, float f1);
|
||||
void DisableModelProjectedShadow();
|
||||
void BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, s32 lightIdx,
|
||||
const zeus::CAABox& aabb, bool b1, bool b2);
|
||||
void ResetBlur();
|
||||
};
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue