#pragma once #include "CGameProjectile.hpp" #include "Camera/CCameraShakeData.hpp" namespace urde { class CEnergyProjectile : public CGameProjectile { CSfxHandle x2e8_sfx; zeus::CVector3f x2ec_dir; float x2f8_mag; CCameraShakeData x2fc_camShake; union { struct { bool x3d0_24_dead : 1; bool x3d0_25_ : 1; bool x3d0_26_ : 1; bool x3d0_27_camShakeDirty : 1; }; u32 _dummy = 0; }; float x3d4_curTime = 0.f; void StopProjectile(CStateManager& mgr); public: CEnergyProjectile(bool active, const TToken& desc, EWeaponType type, const zeus::CTransform& xf, EMaterialTypes excludeMat, const CDamageInfo& damage, TUniqueId uid, TAreaId aid, TUniqueId owner, TUniqueId homingTarget, EProjectileAttrib attribs, bool underwater, const zeus::CVector3f& scale, const rstl::optional>& visorParticle, u16 visorSfx, bool sendCollideMsg); void SetCameraShake(const CCameraShakeData& data) { x2fc_camShake = data; x3d0_27_camShakeDirty = true; } void PlayImpactSound(const zeus::CVector3f& pos, EWeaponCollisionResponseTypes type); void ChangeProjectileOwner(TUniqueId owner, CStateManager& mgr); void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr); void Accept(IVisitor& visitor); void ResolveCollisionWithWorld(const CRayCastResult& res, CStateManager& mgr); void ResolveCollisionWithActor(const CRayCastResult& res, CActor& act, CStateManager& mgr); void Think(float dt, CStateManager& mgr); void Render(const CStateManager& mgr) const; void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const; void Touch(CActor& act, CStateManager& mgr); virtual bool Explode(const zeus::CVector3f& pos, const zeus::CVector3f& normal, EWeaponCollisionResponseTypes type, CStateManager& mgr, const CDamageVulnerability& dVuln, TUniqueId hitActor); }; } // namespace urde