#pragma once #include #include "Runtime/GCNTypes.hpp" #include "Runtime/Weapon/CProjectileInfo.hpp" #include "Runtime/World/CPatterned.hpp" namespace urde { class CGenDescription; class CElementGen; class CWeaponDescription; class CTargetableProjectile; } // namespace urde namespace urde::MP1 { class CBloodFlower : public CPatterned { TLockedToken x568_podEffectDesc; std::unique_ptr x574_podEffect; TLockedToken x578_projectileDesc; float x584_curAttackTime = 0.f; float x588_projectileOffset = 0.f; u32 x58c_projectileState = 0; CProjectileInfo x590_projectileInfo; float x5b8_ = 0.f; float x5bc_projectileDelay = 0.f; float x5c0_ = 0.f; TLockedToken x5c4_visorParticle; s16 x5d4_visorSfx; u32 x5d8_effectState = 0; CDamageInfo x5dc_projectileDamage; CDamageInfo x5f8_podDamage; float x614_; CAssetId x618_; CAssetId x61c_; CAssetId x620_; void ActivateTriggers(CStateManager& mgr, bool activate); void CalculateAttackTime(CStateManager&); void UpdateFire(CStateManager& mgr); void TurnEffectsOn(u32, CStateManager&); void TurnEffectsOff(u32, CStateManager&); void LaunchPollenProjectile(const zeus::CTransform&, CStateManager&, float, s32); CTargetableProjectile* CreateArcProjectile(CStateManager&, const TToken&, const zeus::CTransform&, const CDamageInfo&, TUniqueId); public: DEFINE_PATTERNED(BloodFlower); CBloodFlower(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&, const CPatternedInfo&, CAssetId, CAssetId, const CActorParameters&, CAssetId, const CDamageInfo&, const CDamageInfo&, const CDamageInfo&, CAssetId, CAssetId, CAssetId, float, CAssetId, u32); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override; void Think(float dt, CStateManager& mgr) override; void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override; void Render(CStateManager& mgr) override; void Touch(CActor&, CStateManager&) override {} EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f& v1, const zeus::CVector3f& v2, const CWeaponMode& weaponMode, EProjectileAttrib attribute) const override; CProjectileInfo* GetProjectileInfo() override { return &x590_projectileInfo; } bool ShouldAttack(CStateManager&, float) override; bool ShouldTurn(CStateManager&, float) override; bool Leash(CStateManager&, float) override { return x5c0_ < x3d0_playerLeashTime; } void Active(CStateManager&, EStateMsg, float) override; void InActive(CStateManager&, EStateMsg, float) override; void BulbAttack(CStateManager&, EStateMsg, float) override; void PodAttack(CStateManager&, EStateMsg, float) override; }; } // namespace urde::MP1