#pragma once #include #include "Runtime/Graphics/Shaders/CAABoxShader.hpp" #include "Runtime/Weapon/CGunWeapon.hpp" namespace urde { class CPhazonBeam final : public CGunWeapon { TCachedToken x21c_phazonVeins; std::unique_ptr x224_phazonVeinsData; TCachedToken x228_phazon2nd1; std::unique_ptr x234_chargeFxGen; zeus::CAABox x238_aaBoxScale; zeus::CAABox x250_aaBoxTranslate; float x268_clipWipeScale = 0.f; float x26c_clipWipeTranslate = 0.f; float x270_indirectAlpha = 1.f; bool x274_24_loaded : 1; bool x274_25_clipWipeActive : 1; bool x274_26_veinsAlphaActive : 1; bool x274_27_phazonVeinsIdx : 1; float x278_fireTime = 1.f / 3.f; mutable CAABoxShader m_aaboxShaderScale{true}; mutable CAABoxShader m_aaboxShaderTranslate{true}; void ReInitVariables(); void DrawClipScaleCube() const; void DrawClipTranslateCube() const; public: CPhazonBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const zeus::CVector3f& scale); void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr); bool IsFiring() const { return x278_fireTime < 1.f / 6.f; } void SetClipWipeActive(bool b) { x274_25_clipWipeActive = b; } void SetVeinsAlphaActive(bool b) { x274_26_veinsAlphaActive = b; } void StopBeam(CStateManager& mgr, bool b1); void UpdateBeam(float dt, const zeus::CTransform& targetXf, const zeus::CVector3f& localBeamPos, CStateManager& mgr); void CreateBeam(CStateManager& mgr); 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 Update(float dt, CStateManager& mgr) override; void Load(CStateManager& mgr, bool subtypeBasePose) override; void Unload(CStateManager& mgr) override; bool IsLoaded() const override; void Draw(bool drawSuitArm, const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags, const CActorLights* lights) const override; void DrawMuzzleFx(const CStateManager& mgr) const override; }; } // namespace urde