#include "CScriptSpindleCamera.hpp" #include "Camera/CCameraManager.hpp" #include "CStateManager.hpp" #include "ScriptLoader.hpp" #include "Camera/CBallCamera.hpp" #include "TCastTo.hpp" namespace urde { SSpindleProperty::SSpindleProperty(CInputStream& in) : x0_(in.readUint32Big()), x4_paramFlags(ScriptLoader::LoadParameterFlags(in)), x8_(in.readFloatBig()), xc_(in.readFloatBig()), x10_(in.readFloatBig()), x14_(in.readFloatBig()) {} CScriptSpindleCamera::CScriptSpindleCamera(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, bool active, u32 r9, float f1, float f2, float f3, float f4, const SSpindleProperty& seg1, const SSpindleProperty& seg2, const SSpindleProperty& seg3, const SSpindleProperty& seg4, const SSpindleProperty& seg5, const SSpindleProperty& seg6, const SSpindleProperty& seg7, const SSpindleProperty& seg8, const SSpindleProperty& seg9, const SSpindleProperty& seg10, const SSpindleProperty& seg11, const SSpindleProperty& seg12, const SSpindleProperty& seg13, const SSpindleProperty& seg14, const SSpindleProperty& seg15) : CGameCamera(uid, active, name, info, xf, CCameraManager::ThirdPersonFOV(), CCameraManager::NearPlane(), CCameraManager::FarPlane(), CCameraManager::Aspect(), kInvalidUniqueId, false, 0), x188_r9(r9), x1b0_f1(f1), x1b4_f2(f2), x1b8_f3(f2), x1bc_f4(f4), x1c0_seg1(seg1), x1d8_seg2(seg2), x1f0_seg3(seg3), x208_seg4(seg4), x220_seg5(seg5), x238_seg6(seg6), x250_seg7(seg7), x268_seg8(seg8), x280_seg9(seg9), x298_seg10(seg10), x2b0_seg11(seg11), x2c8_seg12(seg12), x2e0_seg13(seg13), x2f8_seg14(seg14), x310_seg15(seg15), x330_lookDir(xf.basis[1]) { } void CScriptSpindleCamera::Accept(IVisitor& visitor) { visitor.Visit(this); } void CScriptSpindleCamera::ProcessInput(const CFinalInput& input, CStateManager& mgr) { } void CScriptSpindleCamera::Reset(const zeus::CTransform& xf, CStateManager& mgr) { const CScriptCameraHint* hint = mgr.GetCameraManager()->GetCameraHint(mgr); if (!GetActive() || hint == nullptr) return; x33c_24_ = true; mgr.GetCameraManager()->GetBallCamera()->UpdateLookAtPosition(0.01f, mgr); } void CScriptSpindleCamera::Think(float, CStateManager&) { } }