#include "CGunWeapon.hpp" #include "GameGlobalObjects.hpp" #include "CSimplePool.hpp" namespace urde { const char* CGunWeapon::skBeamXferNames[5] = { "PowerXfer", "IceXfer", "WaveXfer", "PlasmaXfer", "PhazonXfer" }; const char* CGunWeapon::skSuitArmNames[8] = { "PowerArm", "GravityArm", "VariaArm", "PhazonArm", "FusionArm", "FusionArmG", "FusionArmV", "FusionArmP", }; s32 GetWeaponIndex(EWeaponType type) { if (type == EWeaponType::Power) return 0; else if (type == EWeaponType::Ice) return 1; else if (type == EWeaponType::Wave) return 2; else if (type == EWeaponType::Plasma) return 3; else if (type == EWeaponType::Phazon) return 4; return 0; } CGunWeapon::CGunWeapon(ResId ancsId, EWeaponType type, TUniqueId uid, EMaterialTypes mType, const zeus::CVector3f& vec) : x4_(vec), x104_gunCharacter(g_SimplePool->GetObj({ancsId, FOURCC('ANCS')})), x13c_armCharacter(g_SimplePool->GetObj(skSuitArmNames[0])), x1c0_weaponType(type), x1c4_uid(uid), x1c8_matType(mType) { } void CGunWeapon::AsyncLoadSuitArm(CStateManager& mgr) { } }