#pragma once #include #include #include #include #include #include "Runtime/GCNTypes.hpp" #include "Runtime/rstl.hpp" #include "Runtime/Graphics/Shaders/CColoredStripShader.hpp" #include "Runtime/Weapon/CBeamInfo.hpp" #include "Runtime/Weapon/CBeamProjectile.hpp" #include "Runtime/World/CDamageInfo.hpp" #include namespace urde { class CPlasmaProjectile : public CBeamProjectile { public: struct PlayerEffectResoures : rstl::reserved_vector { PlayerEffectResoures(u64 a = UINT64_MAX, u64 b = UINT64_MAX, u64 c = UINT64_MAX, u64 d = UINT64_MAX, u64 e = UINT64_MAX, u64 f = UINT64_MAX, u64 g = UINT64_MAX, u64 h = UINT64_MAX) : rstl::reserved_vector({a, b, c, d, e, f, g, h}) {} }; private: std::vector x468_lights; s32 x478_beamAttributes; float x47c_lifeTime; float x480_pulseSpeed; float x484_shutdownTime; float x488_expansionSpeed; float x48c_; zeus::CColor x490_innerColor; zeus::CColor x494_outerColor; CDamageInfo x498_phazonDamage; enum class EExpansionState { Inactive, Attack, Sustain, Release, Done }; EExpansionState x4b4_expansionState = EExpansionState::Inactive; float x4b8_beamWidth = 0.f; float x4bc_lifeTimer = 0.f; float x4c0_expansionT = 0.f; float x4c4_expansion = 0.f; float x4c8_beamAngle = 0.f; float x4cc_energyPulseStartY = 0.f; float x4d0_shutdownTimer = 0.f; float x4d4_contactPulseTimer = 0.f; float x4d8_energyPulseTimer = 0.f; float x4dc_playerEffectPulseTimer = 0.f; float x4e0_playerDamageDuration = 0.f; float x4e4_playerDamageTimer = 0.f; TLockedToken x4e8_texture; TLockedToken x4f4_glowTexture; TCachedToken x500_contactFxDesc; TCachedToken x50c_pulseFxDesc; std::unique_ptr x518_contactGen; std::unique_ptr x51c_pulseGen; std::unique_ptr x520_weaponGen; CAssetId x524_freezeSteamTxtr; CAssetId x528_freezeIceTxtr; TToken x52c_visorElectric; // Used to be optional TToken x538_visorParticle; // Used to be optional u16 x544_freezeSfx; u16 x546_electricSfx; union { struct { bool x548_24_ : 1; bool x548_25_enableEnergyPulse : 1; bool x548_26_firing : 1; bool x548_27_texturesLoaded : 1; bool x548_28_drawOwnerFirst : 1; bool x548_29_activePlayerPhazon : 1; }; u32 _dummy3 = 0; }; struct RenderObjects { CColoredStripShader m_beamStrip1; CColoredStripShader m_beamStrip2; CColoredStripShader m_beamStrip3; CColoredStripShader m_beamStrip4; CColoredStripShader m_beamStrip1Sub; CColoredStripShader m_beamStrip2Sub; CColoredStripShader m_beamStrip3Sub; CColoredStripShader m_beamStrip4Sub; CColoredStripShader m_motionBlurStrip; RenderObjects(boo::IGraphicsDataFactory::Context& ctx, boo::ObjToken tex, boo::ObjToken glowTex); }; mutable std::optional m_renderObjs; void SetLightsActive(bool active, CStateManager& mgr); void CreatePlasmaLights(u32 sourceId, const CLight& l, CStateManager& mgr); void DeletePlasmaLights(CStateManager& mgr); void UpdateLights(float expansion, float dt, CStateManager& mgr); void UpdateEnergyPulse(float dt); void RenderMotionBlur() const; void RenderBeam(s32 subdivs, float width, const zeus::CColor& color, s32 flags, CColoredStripShader& shader) const; float UpdateBeamState(float dt, CStateManager& mgr); void MakeBillboardEffect(const std::optional>& particle, const std::optional>& electric, std::string_view name, CStateManager& mgr); void UpdatePlayerEffects(float dt, CStateManager& mgr); public: CPlasmaProjectile(const TToken& wDesc, std::string_view name, EWeaponType wType, const CBeamInfo& bInfo, const zeus::CTransform& xf, EMaterialTypes matType, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner, const PlayerEffectResoures& res, bool growingBeam, EProjectileAttrib attribs); void Accept(IVisitor& visitor) override; void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override; void ResetBeam(CStateManager& mgr, bool fullReset) override; void UpdateFx(const zeus::CTransform& xf, float dt, CStateManager& mgr) override; void Fire(const zeus::CTransform& xf, CStateManager& mgr, bool b) override; void Touch(CActor& other, CStateManager& mgr) override; bool CanRenderUnsorted(const CStateManager& mgr) const override; void AddToRenderer(const zeus::CFrustum& frustum, CStateManager& mgr) override; void Render(CStateManager& mgr) override; }; } // namespace urde