#include "World/CScriptPlayerActor.hpp" #include "World/CActorParameters.hpp" #include "World/CLightParameters.hpp" #include "GameGlobalObjects.hpp" #include "Graphics/CBooRenderer.hpp" namespace urde { CScriptPlayerActor::CScriptPlayerActor(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, const CAnimRes& animRes, CModelData&& mData, const zeus::CAABox& aabox, bool b1, const CMaterialList& list, float mass, float zMomentum, const CHealthInfo& hInfo, const CDamageVulnerability& dVuln, const CActorParameters& aParams, bool loop, bool active, u32 w1, u32 w2) : CScriptActor(uid, name, info, xf, std::move(mData), aabox, mass, zMomentum, list, hInfo, dVuln, aParams, loop, active, 0, 1.f, false, false, false, false) , x2e8_(animRes) , x304_(w2) , x350_(w1) { x354_24_ = b1; x354_29_ = true; x354_30_ = true; CMaterialList exclude = GetMaterialFilter().GetExcludeList(); CMaterialList include = GetMaterialFilter().GetIncludeList(); include.Add(EMaterialTypes::Player); SetMaterialFilter(CMaterialFilter::MakeIncludeExclude(include, exclude)); SetActorLights(aParams.GetLightParameters().MakeActorLights()); xe7_29_actorActive = true; x2e3_24_cameraMoveIntoAlpha = true; } void CScriptPlayerActor::Think(float, CStateManager&) { } void CScriptPlayerActor::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) { } void CScriptPlayerActor::SetActive(bool active) { CActor::SetActive(active); xe7_29_actorActive = true; } void CScriptPlayerActor::PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) { if (x2e8_.GetCharacterNodeId() == 3) g_Renderer->AllocatePhazonSuitMaskTexture(); CScriptActor::PreRender(mgr, frustum); } void CScriptPlayerActor::AddToRenderer(const zeus::CFrustum&, const CStateManager&) const { } void CScriptPlayerActor::Render(const CStateManager& mgr) const { } void CScriptPlayerActor::TouchModels() { } }