#pragma once #include #include #include "Runtime/CToken.hpp" #include "Runtime/RetroTypes.hpp" #include "Runtime/Collision/CMaterialList.hpp" #include "Runtime/Collision/CRayCastResult.hpp" #include "Runtime/Weapon/CProjectileWeapon.hpp" #include "Runtime/Weapon/CWeapon.hpp" #include "Runtime/Weapon/CWeaponMode.hpp" #include "Runtime/World/CDamageInfo.hpp" #include #include namespace urde { class CGenDescription; class CWeaponDescription; class CProjectileTouchResult { TUniqueId x0_id; std::optional x4_result; public: CProjectileTouchResult(TUniqueId id, const std::optional& result) : x0_id(id), x4_result(result) {} TUniqueId GetActorId() const { return x0_id; } bool HasRayCastResult() const { return x4_result.operator bool(); } const CRayCastResult& GetRayCastResult() const { return *x4_result; } }; class CGameProjectile : public CWeapon { protected: std::optional> x158_visorParticle; u16 x168_visorSfx; CProjectileWeapon x170_projectile; zeus::CVector3f x298_previousPos; float x2a4_projExtent; float x2a8_homingDt = 0.03f; double x2b0_targetHomingTime = 0.0; double x2b8_curHomingTime = x2a8_homingDt; TUniqueId x2c0_homingTargetId; TUniqueId x2c2_lastResolvedObj = kInvalidUniqueId; TUniqueId x2c4_hitProjectileOwner = kInvalidUniqueId; TUniqueId x2c6_pendingDamagee = kInvalidUniqueId; TUniqueId x2c8_projectileLight = kInvalidUniqueId; CAssetId x2cc_wpscId; std::vector x2d0_touchResults; float x2e0_minHomingDist = 0.f; bool x2e4_24_active : 1 = true; bool x2e4_25_startedUnderwater : 1; bool x2e4_26_waterUpdate : 1; bool x2e4_27_inWater : 1; bool x2e4_28_sendProjectileCollideMsg : 1; public: CGameProjectile(bool active, const TToken&, std::string_view name, EWeaponType wType, const zeus::CTransform& xf, EMaterialTypes excludeMat, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner, TUniqueId homingTarget, EProjectileAttrib attribs, bool underwater, const zeus::CVector3f& scale, std::optional> visorParticle, u16 visorSfx, bool sendCollideMsg); void Accept(IVisitor& visitor) override; virtual void ResolveCollisionWithActor(const CRayCastResult& res, CActor& act, CStateManager& mgr); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override; void Render(CStateManager& mgr) override; static EProjectileAttrib GetBeamAttribType(EWeaponType wType); void DeleteProjectileLight(CStateManager&); void CreateProjectileLight(std::string_view, const CLight&, CStateManager&); void Chase(float dt, CStateManager& mgr); void UpdateHoming(float dt, CStateManager& mgr); void UpdateProjectileMovement(float dt, CStateManager& mgr); CRayCastResult DoCollisionCheck(TUniqueId& idOut, CStateManager& mgr); void ApplyDamageToActors(CStateManager& mgr, const CDamageInfo& dInfo); void FluidFXThink(EFluidState state, CScriptWater& water, CStateManager& mgr) override; CRayCastResult RayCollisionCheckWithWorld(TUniqueId& idOut, const zeus::CVector3f& start, const zeus::CVector3f& end, float mag, const rstl::reserved_vector& nearList, CStateManager& mgr); CProjectileTouchResult CanCollideWith(CActor& act, CStateManager& mgr) const; CProjectileTouchResult CanCollideWithComplexCollision(const CActor& act, const CStateManager& mgr) const; CProjectileTouchResult CanCollideWithGameObject(CActor& act, CStateManager& mgr) const; CProjectileTouchResult CanCollideWithTrigger(const CActor& act, const CStateManager& mgr) const; zeus::CAABox GetProjectileBounds() const; std::optional GetTouchBounds() const override; CProjectileWeapon& ProjectileWeapon() { return x170_projectile; } const CProjectileWeapon& GetProjectileWeapon() const { return x170_projectile; } TUniqueId GetHomingTargetId() const { return x2c0_homingTargetId; } zeus::CVector3f GetPreviousPos() const { return x298_previousPos; } void SetMinHomingDistance(float dist) { x2e0_minHomingDist = dist; } void SetHitProjectileOwner(TUniqueId id) { x2c4_hitProjectileOwner = id; } }; } // namespace urde