#include "CPowerBeam.hpp" #include "GameGlobalObjects.hpp" #include "CSimplePool.hpp" namespace urde { CPowerBeam::CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const zeus::CVector3f& scale) : CGunWeapon(characterId, type, playerId, playerMaterial, scale) { x21c_shotSmoke = g_SimplePool->GetObj("ShotSmoke"); x228_power2nd1 = g_SimplePool->GetObj("Power2nd_1"); x244_24 = false; x244_25_loaded = false; } void CPowerBeam::PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) { zeus::CTransform backupView = CGraphics::g_ViewMatrix; CGraphics::SetViewPointMatrix(xf.inverse() * backupView); CGraphics::SetModelMatrix(zeus::CTransform::Identity()); if (x234_shotSmokeGen) x234_shotSmokeGen->Render(); CGraphics::SetViewPointMatrix(backupView); } void CPowerBeam::PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) { if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None && x238_power2ndGen) x238_power2ndGen->Render(); CGunWeapon::PostRenderGunFx(mgr, xf); } void CPowerBeam::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf) { switch (x240_smokeState) { case ESmokeState::Inactive: if (shotSmoke) { if (x234_shotSmokeGen) x234_shotSmokeGen->SetParticleEmission(true); x23c_smokeTimer = 2.f; x240_smokeState = ESmokeState::Active; } break; case ESmokeState::Active: if (x23c_smokeTimer > 0.f) { x23c_smokeTimer -= dt; } else { if (x234_shotSmokeGen) x234_shotSmokeGen->SetParticleEmission(false); x240_smokeState = ESmokeState::Done; } case ESmokeState::Done: if (x234_shotSmokeGen) { zeus::CTransform locator = x10_solidModelData->GetScaledLocatorTransform("LBEAM"); x234_shotSmokeGen->SetGlobalTranslation(locator.origin); x234_shotSmokeGen->Update(dt); if (x240_smokeState == ESmokeState::Done && x234_shotSmokeGen->GetSystemCount() == 0) x240_smokeState = ESmokeState::Inactive; } else { x240_smokeState = ESmokeState::Inactive; } break; } if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None && x238_power2ndGen) { x238_power2ndGen->SetGlobalOrientAndTrans(xf); x238_power2ndGen->Update(dt); } CGunWeapon::UpdateGunFx(shotSmoke, dt, mgr, xf); } static const u16 skSoundId[] = { SFXwpn_fire_power_normal, SFXwpn_fire_power_charged }; void CPowerBeam::Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) { CGunWeapon::Fire(underwater, dt, chargeState, xf, mgr, homingTarget, chargeFactor1, chargeFactor2); NWeaponTypes::play_sfx(skSoundId[int(chargeState)], underwater, false, 0.165f); } void CPowerBeam::EnableSecondaryFx(ESecondaryFxType type) { switch (type) { case ESecondaryFxType::None: case ESecondaryFxType::ToCombo: case ESecondaryFxType::CancelCharge: if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None && x238_power2ndGen) x238_power2ndGen->SetParticleEmission(false); x1cc_enabledSecondaryEffect = ESecondaryFxType::None; break; case ESecondaryFxType::Charge: x238_power2ndGen = std::make_unique(x228_power2nd1); x238_power2ndGen->SetGlobalScale(x4_scale); x1cc_enabledSecondaryEffect = type; break; default: break; } } void CPowerBeam::Update(float dt, CStateManager& mgr) { CGunWeapon::Update(dt, mgr); if (IsLoaded()) return; if (CGunWeapon::IsLoaded() && !x244_25_loaded) { x244_25_loaded = x21c_shotSmoke.IsLoaded() && x228_power2nd1.IsLoaded(); if (x244_25_loaded) { x234_shotSmokeGen = std::make_unique(x21c_shotSmoke); x234_shotSmokeGen->SetParticleEmission(false); } } } void CPowerBeam::Load(CStateManager& mgr, bool subtypeBasePose) { CGunWeapon::Load(mgr, subtypeBasePose); x21c_shotSmoke.Lock(); x228_power2nd1.Lock(); } void CPowerBeam::ReInitVariables() { x234_shotSmokeGen.reset(); x238_power2ndGen.reset(); x23c_smokeTimer = 0.f; x240_smokeState = ESmokeState::Inactive; x244_24 = false; x244_25_loaded = false; x1cc_enabledSecondaryEffect = ESecondaryFxType::None; } void CPowerBeam::Unload(CStateManager& mgr) { CGunWeapon::Unload(mgr); x228_power2nd1.Unlock(); x21c_shotSmoke.Unlock(); ReInitVariables(); } bool CPowerBeam::IsLoaded() const { return CGunWeapon::IsLoaded() && x244_25_loaded; } }