#ifndef __URDE_CGUNWEAPON_HPP__ #define __URDE_CGUNWEAPON_HPP__ #include "RetroTypes.hpp" #include "CWeaponMgr.hpp" #include "Collision/CMaterialList.hpp" #include "zeus/CVector3f.hpp" #include "CPlayerState.hpp" #include "Character/CAnimCharacterSet.hpp" #include "Particle/CElementGen.hpp" #include "CToken.hpp" namespace urde { namespace NWeaponTypes { enum class EGunAnimType { }; } class CActorLights; class CGunController; struct CModelFlags; class CStateManager; class CGunWeapon { public: enum class ESecondaryFxType : u32 { }; protected: static const char* skBeamXferNames[5]; static const char* skAnimDependencyNames[5]; static const char* skDependencyNames[5]; static const char* skSuitArmNames[8]; zeus::CVector3f x4_; TToken x104_gunCharacter; TToken x13c_armCharacter; EWeaponType x1c0_weaponType; TUniqueId x1c4_uid; EMaterialTypes x1c8_matType; CPlayerState::EBeamId x200_beamId; public: CGunWeapon(ResId ancsId, EWeaponType type, TUniqueId uid, EMaterialTypes, const zeus::CVector3f& vec); void AsyncLoadSuitArm(CStateManager& mgr); void AllocResPools(CPlayerState::EBeamId); virtual void Reset(CStateManager&) {} virtual void PlayAnim(NWeaponTypes::EGunAnimType, bool) {} virtual void PreRenderGunFx(const CStateManager&, const zeus::CTransform&) {} virtual void PostRenderGunFx(const CStateManager&, const zeus::CTransform&) {} virtual void UpdateGunFx(bool, float, const CStateManager&, const zeus::CTransform&) {} virtual void Fire(bool, float, CPlayerState::EChargeState, const zeus::CTransform&, CStateManager&, TUniqueId) {} virtual void EnableFx(bool) {} virtual void EnableSecondaryFx(ESecondaryFxType) {} virtual void Draw(bool, const CStateManager&, const zeus::CTransform&, const CModelFlags&, const CActorLights*) const {} virtual void DrawMuzzleFx(const CStateManager&) const {} virtual void Update(float, CStateManager&) {} virtual void Load(bool) {} virtual void Unload(CStateManager&) {} virtual bool IsLoaded() const {return false;} }; } #endif // __URDE_CGUNWEAPON_HPP__