#include "Runtime/MP1/World/CShockWave.hpp" #include "Runtime/CSimplePool.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/GameGlobalObjects.hpp" #include "Runtime/Graphics/CBooRenderer.hpp" #include "Runtime/World/CActorParameters.hpp" #include "TCastTo.hpp" // Generated file, do not modify include path namespace urde { namespace MP1 { CShockWave::CShockWave(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, TUniqueId parent, const SShockWaveData& data, float f1, float f2) : CActor(uid, true, name, info, xf, CModelData::CModelDataNull(), {EMaterialTypes::Projectile}, CActorParameters::None(), kInvalidUniqueId) , xe8_id1(parent) , xec_damageInfo(data.x8_damageInfo) , x108_elementGenDesc(g_SimplePool->GetObj({SBIG('PART'), data.x4_particleDesc})) , x110_elementGen(std::make_unique(x108_elementGenDesc)) , x114_data(data) , x150_(data.x24_) , x154_(data.x2c_) , x15c_(f1) , x160_(f2) { if (data.x34_weaponDesc.IsValid()) { x974_electricDesc = g_SimplePool->GetObj({SBIG('ELSC'), data.x34_weaponDesc}); } x110_elementGen->SetParticleEmission(true); x110_elementGen->SetOrientation(GetTransform().getRotation()); x110_elementGen->SetGlobalTranslation(GetTranslation()); xe6_27_thermalVisorFlags = 2; } void CShockWave::Accept(IVisitor& visitor) { visitor.Visit(this); } void CShockWave::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) { // TODO CActor::AcceptScriptMsg(msg, uid, mgr); } void CShockWave::AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const { CActor::AddToRenderer(frustum, mgr); g_Renderer->AddParticleGen(*x110_elementGen); } std::optional CShockWave::GetTouchBounds() const { // TODO return CActor::GetTouchBounds(); } void CShockWave::Render(const CStateManager& mgr) const { CActor::Render(mgr); x110_elementGen->Render(); } void CShockWave::Think(float dt, CStateManager& mgr) { // TODO } void CShockWave::Touch(CActor& actor, CStateManager& mgr) { // TODO } } // namespace MP1 } // namespace urde