#pragma once #include "CPhysicsActor.hpp" namespace urde { class CScriptDoor : public CPhysicsActor { public: enum class EDoorAnimType { Open, Close, Ready, }; float x258_animLen; float x25c_animTime = 0.f; EDoorAnimType x260_doorAnimState = EDoorAnimType::Open; zeus::CAABox x264_; TUniqueId x27c_partner1 = kInvalidUniqueId; TUniqueId x27e_partner2 = kInvalidUniqueId; TUniqueId x280_prevDoor = kInvalidUniqueId; TUniqueId x282_dockId = kInvalidUniqueId; zeus::CAABox x284_modelBounds; zeus::CVector3f x29c_orbitPos; bool x2a8_24_closing : 1; bool x2a8_25_wasOpen : 1; bool x2a8_26_isOpen : 1; bool x2a8_27_conditionsMet : 1; bool x2a8_28_projectilesCollide : 1; bool x2a8_29_ballDoor : 1; bool x2a8_30_doClose : 1; public: CScriptDoor(TUniqueId, std::string_view name, const CEntityInfo& info, const zeus::CTransform&, CModelData&&, const CActorParameters&, const zeus::CVector3f&, const zeus::CAABox&, bool active, bool open, bool, float, bool ballDoor); zeus::CVector3f GetOrbitPosition(const CStateManager& mgr) const; void Accept(IVisitor& visitor); void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr); void Think(float, CStateManager& mgr); void AddToRenderer(const zeus::CFrustum&, const CStateManager& mgr) const; void Render(const CStateManager&) const {} void ForceClosed(CStateManager&); bool IsConnectedToArea(const CStateManager& mgr, TAreaId area); void OpenDoor(TUniqueId, CStateManager&); u32 GetDoorOpenCondition(CStateManager& mgr); void SetDoorAnimation(EDoorAnimType); rstl::optional GetTouchBounds() const; rstl::optional GetProjectileBounds() const; bool IsOpen() const { return x2a8_26_isOpen; } }; } // namespace urde