#pragma once #include "CGunWeapon.hpp" namespace urde { class CPlasmaBeam final : public CGunWeapon { TCachedToken x21c_plasma2nd1; std::unique_ptr x228_chargeFx; bool x22c_24_loaded : 1; bool x22c_25_worldLighingDim : 1; float x230_fireShotDelayTimer = 0.f; float x234_fireShotDelay = 0.f; float x238_lightingResetDelayTimer = 0.f; TAreaId x23c_stateArea = kInvalidAreaId; void ReInitVariables(); void SetWorldLighting(CStateManager& mgr, TAreaId aid, float speed, float target); public: CPlasmaBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const zeus::CVector3f& scale); void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr); bool IsFiring() const { return x234_fireShotDelay > 0.f; } void StopBeam(CStateManager& mgr, bool b1) { /* Empty */ } void CreateBeam(CStateManager& mgr) { /* Empty */ } void UpdateBeam(float dt, const zeus::CTransform& targetXf, const zeus::CVector3f& localBeamPos, CStateManager& mgr) { /* Empty */ } void DeleteBeam(CStateManager& mgr); void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf); void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf); void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2); void EnableSecondaryFx(ESecondaryFxType type); void Update(float dt, CStateManager& mgr); void Load(CStateManager& mgr, bool subtypeBasePose); void Unload(CStateManager& mgr); bool IsLoaded() const; }; } // namespace urde