#pragma once #include "CPhysicsActor.hpp" #include "CHealthInfo.hpp" #include "CDamageVulnerability.hpp" namespace urde { class CScriptActor : public CPhysicsActor { protected: CHealthInfo x258_initialHealth; CHealthInfo x260_currentHealth; CDamageVulnerability x268_damageVulnerability; float x2d0_fadeInTime; float x2d4_fadeOutTime; s32 x2d8_shaderIdx; float x2dc_xrayAlpha; TUniqueId x2e0_triggerId = kInvalidUniqueId; bool x2e2_24_noThermalHotZ : 1; bool x2e2_25_dead : 1; bool x2e2_26_animating : 1; bool x2e2_27_xrayAlphaEnabled : 1; bool x2e2_28_inXrayAlpha : 1; bool x2e2_29_processModelFlags : 1; bool x2e2_30_scaleAdvancementDelta : 1; bool x2e2_31_materialFlag54 : 1; bool x2e3_24_isPlayerActor : 1; public: CScriptActor(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData, const zeus::CAABox& aabb, float mass, float zMomentum, const CMaterialList& matList, const CHealthInfo& hInfo, const CDamageVulnerability& dVuln, const CActorParameters& actParms, bool looping, bool active, s32 shaderIdx, float xrayAlpha, bool noThermalHotZ, bool castsShadow, bool scaleAdvancementDelta, bool materialFlag54); void Accept(IVisitor& visitor); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); void Think(float, CStateManager&); void PreRender(CStateManager&, const zeus::CFrustum&); zeus::CAABox GetSortingBounds(const CStateManager&) const; EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&, const CWeaponMode&, EProjectileAttrib) const; rstl::optional GetTouchBounds() const; void Touch(CActor&, CStateManager&); const CDamageVulnerability* GetDamageVulnerability() const { return &x268_damageVulnerability; } CHealthInfo* HealthInfo(CStateManager&) { return &x260_currentHealth; } bool IsPlayerActor() const { return x2e3_24_isPlayerActor; } }; }; // namespace urde