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Implement CRainSplashGenerator and finish CPlayerGun constructor
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@@ -11,14 +11,14 @@ namespace DNAMP1
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struct CTweakPlayerGun : ITweakPlayerGun
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{
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DECL_YAML
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Value<float> x4_;
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Value<float> x8_;
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Value<float> xc_;
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Value<float> x10_;
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Value<float> x14_;
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Value<float> x18_;
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Value<float> x1c_;
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Value<float> x20_;
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Value<float> x4_upLookAngle;
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Value<float> x8_downLookAngle;
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Value<float> xc_verticalSpread;
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Value<float> x10_horizontalSpread;
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Value<float> x14_highVerticalSpread;
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Value<float> x18_highHorizontalSpread;
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Value<float> x1c_lowVerticalSpread;
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Value<float> x20_lowHorizontalSpread;
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Value<float> x24_aimVerticalSpeed;
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Value<float> x28_aimHorizontalSpeed;
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Value<float> x2c_bombFuseTime;
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@@ -28,7 +28,7 @@ struct CTweakPlayerGun : ITweakPlayerGun
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Value<float> x3c_gunHolsterTime;
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Value<float> x40_gunNotFiringTime;
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Value<float> x44_fixedVerticalAim;
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Value<float> x48_;
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Value<float> x48_gunExtendDistance;
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Value<zeus::CVector3f> x4c_gunPosition;
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Value<zeus::CVector3f> x58_;
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Value<zeus::CVector3f> x64_grapplingArmPosition;
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@@ -53,6 +53,14 @@ struct CTweakPlayerGun : ITweakPlayerGun
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x44_fixedVerticalAim = zeus::degToRad(x44_fixedVerticalAim);
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}
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float GetUpLookAngle() const { return x4_upLookAngle; }
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float GetDownLookAngle() const { return x8_downLookAngle; }
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float GetVerticalSpread() const { return xc_verticalSpread; }
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float GetHorizontalSpread() const { return x10_horizontalSpread; }
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float GetHighVerticalSpread() const { return x14_highVerticalSpread; }
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float GetHighHorizontalSpread() const { return x18_highHorizontalSpread; }
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float GetLowVerticalSpread() const { return x1c_lowVerticalSpread; }
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float GetLowHorizontalSpread() const { return x20_lowHorizontalSpread; }
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float GetAimVerticalSpeed() const { return x24_aimVerticalSpeed; }
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float GetAimHorizontalSpeed() const { return x28_aimHorizontalSpeed; }
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float GetBombFuseTime() const { return x2c_bombFuseTime; }
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@@ -62,6 +70,7 @@ struct CTweakPlayerGun : ITweakPlayerGun
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float GetGunHolsterTime() const { return x3c_gunHolsterTime; }
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float GetGunNotFiringTime() const { return x40_gunNotFiringTime; }
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float GetFixedVerticalAim() const { return x44_fixedVerticalAim; }
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float GetGunExtendDistance() const { return x48_gunExtendDistance; }
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const zeus::CVector3f& GetGunPosition() const { return x4c_gunPosition; }
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const zeus::CVector3f& GetGrapplingArmPosition() const { return x64_grapplingArmPosition; }
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float GetRichochetDamage(atUint32 type) const
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