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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

@@ -347,7 +347,7 @@ private:
std::unique_ptr<CModelData> x7f0_ballTransitionBeamModel;
zeus::CTransform x7f4_gunWorldXf;
float x824_transitionFilterTimer = 0.f;
float x828_waterLevelOnPlayer = 0.f;
float x828_distanceUnderWater = 0.f;
bool x82c_inLava = false;
TUniqueId x82e_ridingPlatform = kInvalidUniqueId;
TUniqueId x830_playerHint = kInvalidUniqueId;
@@ -429,6 +429,7 @@ public:
float, float, const CMaterialList&);
bool IsTransparent() const;
bool GetControlsFrozen() const { return x760_controlsFrozen; }
float GetTransitionAlpha(const zeus::CVector3f& camPos, float zNear) const;
s32 ChooseTransitionToAnimation(float dt, CStateManager& mgr) const;
void TransitionToMorphBallState(float dt, CStateManager& mgr);
@@ -663,7 +664,9 @@ public:
void ApplySubmergedPitchBend(CSfxHandle& sfx);
void DetachActorFromPlayer();
bool AttachActorToPlayer(TUniqueId id, bool disableGun);
TUniqueId GetAttachedActor() const { return x26c_attachedActor; }
float GetAttachedActorStruggle() const { return xa28_attachedActorStruggle; }
float GetDistanceUnderWater() const { return x828_distanceUnderWater; }
};
}