mirror of https://github.com/AxioDL/metaforce.git
CPlayerGun: Rename EMissileState; minor CMotionState::Update fix
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a3e0c42794
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@ -220,7 +220,7 @@ void CCompoundTargetReticle::Update(float dt, const CStateManager& mgr) {
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std::max(x214_fullChargeFadeTimer - dt / g_tweakTargeting->GetFullChargeFadeDuration(), 0.f);
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}
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const bool missileActive = gun->GetMissleMode() == CPlayerGun::EMissleMode::Active;
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const bool missileActive = gun->GetMissleMode() == CPlayerGun::EMissileMode::Active;
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if (missileActive != x1f4_missileActive) {
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if (x1f8_missileBracketTimer != 0.f) {
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x1f8_missileBracketTimer = FLT_EPSILON - x1f8_missileBracketTimer;
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@ -139,7 +139,7 @@ void CSamusHud::InitializeFrameGlueMutable(const CStateManager& mgr) {
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CPlayerState& playerState = *mgr.GetPlayerState();
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CPlayerGun& gun = *player.GetPlayerGun();
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float chargeFactor = gun.IsCharging() ? gun.GetChargeBeamFactor() : 0.f;
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bool missilesActive = gun.GetMissleMode() == CPlayerGun::EMissleMode::Active;
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bool missilesActive = gun.GetMissleMode() == CPlayerGun::EMissileMode::Active;
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bool lockedOnObj = player.GetOrbitTargetId() != kInvalidUniqueId;
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switch (x2bc_nextState) {
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@ -477,7 +477,7 @@ void CSamusHud::UpdateMissile(float dt, const CStateManager& mgr, bool init) {
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u32 numMissles = playerState.GetItemAmount(CPlayerState::EItemType::Missiles);
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u32 missileCap = playerState.GetItemCapacity(CPlayerState::EItemType::Missiles);
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CPlayerGun::EMissleMode missileMode = gun.GetMissleMode();
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CPlayerGun::EMissileMode missileMode = gun.GetMissleMode();
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float chargeFactor = gun.IsCharging() ? gun.GetChargeBeamFactor() : 0.f;
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if (x294_missileIntf)
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@ -491,7 +491,7 @@ void CSamusHud::UpdateMissile(float dt, const CStateManager& mgr, bool init) {
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if (numMissles != x2d8_missileAmount)
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x294_missileIntf->SetNumMissiles(numMissles, mgr);
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if (missileMode != x2ec_missileMode)
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x294_missileIntf->SetIsMissilesActive(missileMode == CPlayerGun::EMissleMode::Active);
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x294_missileIntf->SetIsMissilesActive(missileMode == CPlayerGun::EMissileMode::Active);
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}
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x2d8_missileAmount = numMissles;
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x2ec_missileMode = missileMode;
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@ -101,7 +101,7 @@ class CSamusHud {
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bool x2e0_27_energyLow : 1;
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u32 x2e4_ = 0;
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u32 x2e8_ = 0;
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CPlayerGun::EMissleMode x2ec_missileMode = CPlayerGun::EMissleMode::Inactive;
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CPlayerGun::EMissileMode x2ec_missileMode = CPlayerGun::EMissileMode::Inactive;
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float x2f0_visorBeamMenuAlpha = 1.f;
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zeus::CVector3f x2f8_fpCamDir;
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zeus::CVector3f x304_basewidgetIdlePos;
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@ -501,7 +501,7 @@ void CPlayerGun::ResetCharge(CStateManager& mgr, bool resetBeam) {
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x2f8_stateFlags &= 0xFFE9;
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}
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x318_comboAmmoIdx = 0;
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x31c_missileMode = EMissleMode::Inactive;
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x31c_missileMode = EMissileMode::Inactive;
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}
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}
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@ -587,7 +587,7 @@ void CPlayerGun::Reset(CStateManager& mgr, bool b1) {
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x2f8_stateFlags &= 0xFFE9;
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}
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x318_comboAmmoIdx = 0;
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x31c_missileMode = EMissleMode::Inactive;
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x31c_missileMode = EMissileMode::Inactive;
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}
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} else {
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x2f8_stateFlags &= ~0x7;
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@ -784,7 +784,7 @@ void CPlayerGun::CancelFiring(CStateManager& mgr) {
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x2f8_stateFlags &= 0xFFE9;
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}
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x318_comboAmmoIdx = 0;
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x31c_missileMode = EMissleMode::Inactive;
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x31c_missileMode = EMissileMode::Inactive;
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}
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if (x32c_chargePhase != EChargePhase::NotCharging) {
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x72c_currentBeam->ActivateCharge(false, false);
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@ -820,8 +820,7 @@ void CPlayerGun::StopContinuousBeam(CStateManager& mgr, bool b1) {
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} else if (x833_28_phazonBeamActive) {
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if (static_cast<CPhazonBeam*>(x72c_currentBeam)->IsFiring())
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static_cast<CPhazonBeam*>(x72c_currentBeam)->StopBeam(mgr, b1);
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} else if (x310_currentBeam == CPlayerState::EBeamId::Plasma) // Plasma
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{
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} else if (x310_currentBeam == CPlayerState::EBeamId::Plasma) {
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if (static_cast<CPlasmaBeam*>(x72c_currentBeam)->IsFiring())
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static_cast<CPlasmaBeam*>(x72c_currentBeam)->StopBeam(mgr, b1);
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}
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@ -839,35 +838,34 @@ void CPlayerGun::CMotionState::Update(bool firing, float dt, zeus::CTransform& x
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if (x0_24_extendParabola && x20_state == EMotionState::LockOn) {
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float extendT = xc_curExtendDist / gGunExtendDistance;
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xf = xf * zeus::CTransform::RotateZ(zeus::degToRad(extendT * -4.f * (extendT - 1.f) * 15.f));
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} else {
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if (x24_fireState == EFireState::StartFire || x24_fireState == EFireState::Firing) {
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if (std::fabs(x14_rotationT - 1.f) < 0.1f) {
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x18_startRotation = x1c_endRotation;
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x14_rotationT = 0.f;
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if (x24_fireState == EFireState::StartFire) {
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x1c_endRotation = mgr.GetActiveRandom()->Next() % 15;
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x1c_endRotation *= (mgr.GetActiveRandom()->Next() % 100) > 45 ? 1.f : -1.f;
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} else {
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x1c_endRotation = 0.f;
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if (x18_startRotation == x1c_endRotation) {
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x10_curRotation = x1c_endRotation;
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x24_fireState = EFireState::NotFiring;
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}
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}
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xf = xf * zeus::CTransform(zeus::CMatrix3f::RotateZ(zeus::degToRad(extendT * -4.f * (extendT - 1.f) * 15.f)),
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{0.f, xc_curExtendDist, 0.f});
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} else if (x24_fireState == EFireState::StartFire || x24_fireState == EFireState::Firing) {
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if (std::fabs(x14_rotationT - 1.f) < 0.1f) {
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x18_startRotation = x1c_endRotation;
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x14_rotationT = 0.f;
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if (x24_fireState == EFireState::StartFire) {
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x1c_endRotation = mgr.GetActiveRandom()->Next() % 15;
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x1c_endRotation *= (mgr.GetActiveRandom()->Next() % 100) > 45 ? 1.f : -1.f;
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} else {
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x10_curRotation = (x1c_endRotation - x18_startRotation) * x14_rotationT + x18_startRotation;
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x1c_endRotation = 0.f;
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if (x18_startRotation == x1c_endRotation) {
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x10_curRotation = x1c_endRotation;
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x24_fireState = EFireState::NotFiring;
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}
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}
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x14_rotationT += (1.f - x14_rotationT) * 0.8f * (10.f * dt);
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zeus::CTransform tmpXf =
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zeus::CQuaternion::fromAxisAngle(xf.basis[1], zeus::degToRad(x10_curRotation)).toTransform() *
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xf.getRotation();
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tmpXf.origin = xf.origin;
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xf = tmpXf * zeus::CTransform::Translate(0.f, xc_curExtendDist, 0.f);
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} else {
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xf = xf * zeus::CTransform::Translate(0.f, xc_curExtendDist, 0.f);
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x10_curRotation = (x1c_endRotation - x18_startRotation) * x14_rotationT + x18_startRotation;
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}
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x14_rotationT += (1.f - x14_rotationT) * 0.8f * (10.f * dt);
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zeus::CTransform tmpXf =
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zeus::CQuaternion::fromAxisAngle(xf.frontVector(), zeus::degToRad(x10_curRotation)).toTransform() *
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xf.getRotation();
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tmpXf.origin = xf.origin;
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xf = tmpXf * zeus::CTransform::Translate(0.f, xc_curExtendDist, 0.f);
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} else {
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xf = xf * zeus::CTransform::Translate(0.f, xc_curExtendDist, 0.f);
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}
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switch (x20_state) {
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@ -1272,7 +1270,7 @@ void CPlayerGun::UpdateAuxWeapons(float dt, const zeus::CTransform& targetXf, CS
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x2f8_stateFlags &= 0xFFE9;
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}
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x318_comboAmmoIdx = 0;
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x31c_missileMode = EMissleMode::Inactive;
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x31c_missileMode = EMissileMode::Inactive;
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}
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} else if (x833_28_phazonBeamActive) {
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static_cast<CPhazonBeam*>(x72c_currentBeam)->UpdateBeam(dt, targetXf, x418_beamLocalXf.origin, mgr);
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@ -1581,7 +1579,7 @@ void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CSt
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x2f8_stateFlags &= ~0x1;
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x2f8_stateFlags |= 0x6;
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x318_comboAmmoIdx = 1;
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x31c_missileMode = EMissleMode::Active;
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x31c_missileMode = EMissileMode::Active;
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}
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FireSecondary(dt, mgr);
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} else {
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@ -1875,7 +1873,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
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x2f8_stateFlags &= ~0x1;
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x2f8_stateFlags |= 0x6;
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x318_comboAmmoIdx = 1;
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x31c_missileMode = EMissleMode::Active;
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x31c_missileMode = EMissileMode::Active;
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break;
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case ENextState::ExitMissile:
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if ((x2f8_stateFlags & 0x8) != 0x8) {
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@ -1883,7 +1881,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
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x2f8_stateFlags &= 0xFFE9;
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}
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x318_comboAmmoIdx = 0;
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x31c_missileMode = EMissleMode::Inactive;
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x31c_missileMode = EMissileMode::Inactive;
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x390_cooldown = x72c_currentBeam->GetWeaponInfo().x0_coolDown;
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break;
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case ENextState::MissileReload:
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@ -1905,7 +1903,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
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x2f8_stateFlags &= 0xFFE9;
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}
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x318_comboAmmoIdx = 0;
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x31c_missileMode = EMissleMode::Inactive;
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x31c_missileMode = EMissileMode::Inactive;
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break;
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case ENextState::EnterPhazonBeam:
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if (x75c_phazonBeam->IsLoaded())
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@ -1970,7 +1968,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
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zeus::CAABox aabb = x72c_currentBeam->GetBounds().getTransformedAABox(x4a8_gunWorldXf);
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mgr.BuildNearList(nearList, aabb, sAimFilter, &player);
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TUniqueId bestId = kInvalidUniqueId;
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zeus::CVector3f dir = x4a8_gunWorldXf.basis[1].normalized();
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zeus::CVector3f dir = x4a8_gunWorldXf.frontVector().normalized();
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zeus::CVector3f pos = dir * -0.5f + x4a8_gunWorldXf.origin;
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CRayCastResult result = mgr.RayWorldIntersection(bestId, pos, dir, 3.5f, sAimFilter, nearList);
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x833_29_pointBlankWorldSurface = result.IsValid();
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@ -35,7 +35,7 @@ struct CFinalInput;
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class CPlayerGun {
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public:
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static float skTractorBeamFactor;
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enum class EMissleMode { Inactive, Active };
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enum class EMissileMode { Inactive, Active };
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enum class EBWeapon { Bomb, PowerBomb };
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enum class EPhazonBeamState { Inactive, Entering, Exiting, Active };
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enum class EChargePhase {
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@ -141,7 +141,7 @@ private:
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CPlayerState::EBeamId x310_currentBeam = CPlayerState::EBeamId::Power;
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CPlayerState::EBeamId x314_nextBeam = CPlayerState::EBeamId::Power;
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u32 x318_comboAmmoIdx = 0;
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EMissleMode x31c_missileMode = EMissleMode::Inactive;
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EMissileMode x31c_missileMode = EMissileMode::Inactive;
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CPlayerState::EBeamId x320_currentAuxBeam = CPlayerState::EBeamId::Power;
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EIdleState x324_idleState = EIdleState::Four;
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float x328_animSfxPitch = 0.f;
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@ -323,7 +323,7 @@ public:
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void AsyncLoadSuit(CStateManager& mgr);
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void TouchModel(const CStateManager& stateMgr);
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EMissleMode GetMissleMode() const { return x31c_missileMode; }
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EMissileMode GetMissleMode() const { return x31c_missileMode; }
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bool IsFidgeting() const { return x833_24_notFidgeting; }
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bool IsCharging() const { return x834_24_charging; }
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float GetChargeBeamFactor() const { return x340_chargeBeamFactor; }
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