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Initial CPlayerGun implementations
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@@ -9,6 +9,7 @@
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#include "Character/CAnimCharacterSet.hpp"
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#include "Particle/CElementGen.hpp"
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#include "CToken.hpp"
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#include "CStateManager.hpp"
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namespace urde
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{
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@@ -16,13 +17,22 @@ namespace NWeaponTypes
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{
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enum class EGunAnimType
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{
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Zero,
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One,
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Two,
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Three,
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Four,
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FromMissile,
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ToMissile,
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Seven,
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MissileReload,
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FromBeam
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};
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}
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class CActorLights;
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class CGunController;
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struct CModelFlags;
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class CStateManager;
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class CWeaponDescription;
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class CVelocityInfo
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@@ -38,8 +48,12 @@ public:
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class CGunWeapon
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{
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public:
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enum class ESecondaryFxType : u32
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enum class ESecondaryFxType
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{
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Zero,
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One,
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Two,
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Three
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};
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protected:
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static const char* skBeamXferNames[5];
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@@ -53,6 +67,9 @@ protected:
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TToken<CGenDescription> x160_xferEffect;
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rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x16c_muzzleEffects;
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rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x188_secondaryEffects;
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rstl::reserved_vector<std::unique_ptr<CElementGen>, 2> x1a4_muzzleGenerators;
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u32 x1b8_ = 0;
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CRainSplashGenerator* x1bc_rainSplashGenerator = nullptr;
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EWeaponType x1c0_weaponType;
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TUniqueId x1c4_playerId;
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EMaterialTypes x1c8_playerMaterial;
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@@ -71,14 +88,19 @@ public:
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virtual void Fire(bool, float, CPlayerState::EChargeState, const zeus::CTransform&, CStateManager&, TUniqueId) {}
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virtual void EnableFx(bool) {}
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virtual void EnableSecondaryFx(ESecondaryFxType) {}
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void ActivateCharge(bool b1, bool b2);
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void Touch(const CStateManager& mgr);
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void TouchHolo(const CStateManager& mgr);
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virtual void Draw(bool, const CStateManager&, const zeus::CTransform&, const CModelFlags&,
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const CActorLights*) const {}
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virtual void DrawMuzzleFx(const CStateManager&) const {}
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virtual void Update(float, CStateManager&) {}
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virtual void Load(bool) {}
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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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const CVelocityInfo& GetVelocityInfo() const { return x1d0_velInfo; }
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void SetRainSplashGenerator(CRainSplashGenerator* g) { x1bc_rainSplashGenerator = g; }
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CElementGen* GetChargeMuzzleFx() const { return x1a4_muzzleGenerators[1].get(); }
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};
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}
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