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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 17:07:41 +00:00

Initial CPlayerGun implementations

This commit is contained in:
Jack Andersen
2017-08-24 20:18:09 -10:00
parent e8a55d84d4
commit ed991a6ac0
29 changed files with 685 additions and 43 deletions

View File

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