#pragma once #include #include "Runtime/Weapon/CGunWeapon.hpp" namespace urde { class CPowerBeam final : public CGunWeapon { enum class ESmokeState { Inactive, Active, Done }; TCachedToken x21c_shotSmoke; TCachedToken x228_power2nd1; std::unique_ptr x234_shotSmokeGen; std::unique_ptr x238_power2ndGen; float x23c_smokeTimer = 0.f; ESmokeState x240_smokeState = ESmokeState::Inactive; bool x244_24 : 1; bool x244_25_loaded : 1; void ReInitVariables(); public: CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const zeus::CVector3f& scale); void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) override; void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) override; void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf) override; void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) override; void EnableSecondaryFx(ESecondaryFxType type) override; void Update(float dt, CStateManager& mgr) override; void Load(CStateManager& mgr, bool subtypeBasePose) override; void Unload(CStateManager& mgr) override; bool IsLoaded() const override; }; } // namespace urde