#pragma once #include "CPatterned.hpp" #include "Collision/CCollisionSurface.hpp" #include "Collision/CCollidableSphere.hpp" namespace urde { class CWallWalker : public CPatterned { public: enum class EWalkerType { Parasite = 0, Oculus = 1, Geemer = 2, IceZoomer = 3, Seedling = 4 }; protected: CCollisionSurface x568_alignNormal = CCollisionSurface(zeus::CVector3f(), zeus::CVector3f::skForward, zeus::CVector3f::skRight, -1); CCollidableSphere x590_colSphere; float x5b0_collisionCloseMargin; float x5b4_alignAngVel; float x5b8_tumbleAngle = 0.f; float x5bc_patrolPauseRemTime = 0.f; float x5c0_advanceWpRadius; float x5c4_playerObstructionMinDist; float x5c8_bendingHackWeight = 0.f; s32 x5cc_bendingHackAnim; EWalkerType x5d0_walkerType; s16 x5d4_thinkCounter = 0; bool x5d6_24_alignToFloor : 1; bool x5d6_25_hasAlignSurface : 1; bool x5d6_26_playerObstructed : 1; bool x5d6_27_disableMove : 1; bool x5d6_28_addBendingWeight : 1; bool x5d6_29_applyBendingHack : 1; static zeus::CVector3f ProjectVectorToPlane(const zeus::CVector3f& pt, const zeus::CVector3f& plane) { return pt - plane * pt.dot(plane); } static zeus::CVector3f ProjectPointToPlane(const zeus::CVector3f& p0, const zeus::CVector3f& p1, const zeus::CVector3f& plane) { return p0 - (p0 - p1).dot(plane) * plane; } void OrientToSurfaceNormal(const zeus::CVector3f& normal, float clampAngle); static bool PointOnSurface(const CCollisionSurface& surf, const zeus::CVector3f& point); void AlignToFloor(CStateManager&, float, const zeus::CVector3f&, float); void GotoNextWaypoint(CStateManager& mgr); public: CWallWalker(ECharacter chr, TUniqueId uid, std::string_view name, EFlavorType flavType, const CEntityInfo& eInfo, const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pInfo, EMovementType mType, EColliderType colType, EBodyType bType, const CActorParameters& aParms, float collisionCloseMargin, float alignAngVel, EKnockBackVariant kbVariant, float advanceWpRadius, EWalkerType wType, float playerObstructionMinDist, bool disableMove); void PreThink(float, CStateManager&); void Think(float, CStateManager&); void Render(const CStateManager&) const; const CCollisionPrimitive* GetCollisionPrimitive() const { return &x590_colSphere; } void UpdateWPDestination(CStateManager&); }; }