#include "CIceBeam.hpp" #include "GameGlobalObjects.hpp" #include "CSimplePool.hpp" namespace urde { CIceBeam::CIceBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const zeus::CVector3f& scale) : CGunWeapon(characterId, type, playerId, playerMaterial, scale) { x21c_iceSmoke = g_SimplePool->GetObj("IceSmoke"); x228_ice2nd1 = g_SimplePool->GetObj("Ice2nd_1"); x234_ice2nd2 = g_SimplePool->GetObj("Ice2nd_2"); x248_24_loaded = false; x248_25_inEndFx = false; } void CIceBeam::PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) { // Empty } void CIceBeam::PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) { bool subtractBlend = mgr.GetThermalDrawFlag() == EThermalDrawFlag::Hot; if (subtractBlend) CElementGen::SetSubtractBlend(true); if (x240_smokeGen) x240_smokeGen->Render(); if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None && x244_chargeFx) x244_chargeFx->Render(); CGunWeapon::PostRenderGunFx(mgr, xf); if (subtractBlend) CElementGen::SetSubtractBlend(false); } void CIceBeam::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf) { if (x240_smokeGen) { zeus::CTransform beamLoc = x10_solidModelData->GetScaledLocatorTransform("LBEAM"); x240_smokeGen->SetTranslation(beamLoc.origin); x240_smokeGen->SetOrientation(beamLoc.getRotation()); x240_smokeGen->Update(dt); } if (x244_chargeFx) { if (x248_25_inEndFx && x244_chargeFx->IsSystemDeletable()) { x1cc_enabledSecondaryEffect = ESecondaryFxType::None; x244_chargeFx.reset(); } if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None) { if (x248_25_inEndFx) { x244_chargeFx->SetTranslation(xf.origin); x244_chargeFx->SetOrientation(xf.getRotation()); } else { x244_chargeFx->SetGlobalOrientAndTrans(xf); } x244_chargeFx->Update(dt); } } CGunWeapon::UpdateGunFx(shotSmoke, dt, mgr, xf); } static const u16 kSoundId[] = { SFXwpn_fire_ice_normal, SFXwpn_fire_ice_charged }; void CIceBeam::Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) { CGunWeapon::Fire(underwater, dt, chargeState, xf, mgr, homingTarget, chargeFactor1, chargeFactor2); NWeaponTypes::play_sfx(kSoundId[int(chargeState)], underwater, false, 0.165f); } void CIceBeam::EnableFx(bool enable) { if (x240_smokeGen) x240_smokeGen->SetParticleEmission(enable); } void CIceBeam::EnableSecondaryFx(ESecondaryFxType type) { switch (type) { case ESecondaryFxType::CancelCharge: case ESecondaryFxType::None: if (x1cc_enabledSecondaryEffect == ESecondaryFxType::None) break; default: switch (type) { case ESecondaryFxType::None: case ESecondaryFxType::ToCombo: case ESecondaryFxType::CancelCharge: if (!x248_25_inEndFx) { x244_chargeFx = std::make_unique(x234_ice2nd2); x244_chargeFx->SetGlobalScale(x4_scale); x248_25_inEndFx = true; x1cc_enabledSecondaryEffect = ESecondaryFxType::CancelCharge; } break; case ESecondaryFxType::Charge: x244_chargeFx = std::make_unique(x228_ice2nd1); x244_chargeFx->SetGlobalScale(x4_scale); x248_25_inEndFx = false; x1cc_enabledSecondaryEffect = type; break; } break; } } void CIceBeam::Update(float dt, CStateManager& mgr) { CGunWeapon::Update(dt, mgr); if (!x248_24_loaded) { x248_24_loaded = x21c_iceSmoke.IsLoaded() && x228_ice2nd1.IsLoaded() && x234_ice2nd2.IsLoaded(); if (x248_24_loaded) { x240_smokeGen = std::make_unique(x21c_iceSmoke); x240_smokeGen->SetGlobalScale(x4_scale); x240_smokeGen->SetParticleEmission(false); } } } void CIceBeam::Load(CStateManager& mgr, bool subtypeBasePose) { CGunWeapon::Load(mgr, subtypeBasePose); x21c_iceSmoke.Lock(); x228_ice2nd1.Lock(); x234_ice2nd2.Lock(); x248_25_inEndFx = false; } void CIceBeam::ReInitVariables() { x240_smokeGen.reset(); x244_chargeFx.reset(); x248_24_loaded = false; x248_25_inEndFx = false; x1cc_enabledSecondaryEffect = ESecondaryFxType::None; } void CIceBeam::Unload(CStateManager& mgr) { CGunWeapon::Unload(mgr); x234_ice2nd2.Unlock(); x228_ice2nd1.Unlock(); x21c_iceSmoke.Unlock(); ReInitVariables(); } bool CIceBeam::IsLoaded() const { return CGunWeapon::IsLoaded() && x248_24_loaded; } }