#include "Weapon/CBeamProjectile.hpp" #include "TCastTo.hpp" namespace urde { CBeamProjectile::CBeamProjectile(const TToken& wDesc, std::string_view name, EWeaponType wType, const zeus::CTransform& xf, s32 flags, float f1, float f2, EMaterialTypes matType, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner, EProjectileAttrib attribs, bool b1) : CGameProjectile(false, wDesc, name, wType, xf, matType, dInfo, uid, aid, owner, kInvalidUniqueId, attribs, false, zeus::CVector3f::skOne, {}, -1, false) , x2e8_(std::abs(flags)) , x2ec_(x2e8_) , x2f0_(1.f / x2ec_) , x2f4_(f1) , x300_(b1 == false ? x2ec_ : 0.f) , x464_24_(b1) , x464_25_(false) { } std::experimental::optional CBeamProjectile::GetTouchBounds() const { if (!GetActive()) return {}; if (!x464_25_) { zeus::CVector3f pos = GetTranslation(); return {{pos - 1.f, pos + 1.f}}; } return {}; } void CBeamProjectile::CalculateRenderBounds() { x9c_renderBounds = x354_.getTransformedAABox(x324_); } void CBeamProjectile::ResetBeam(CStateManager &, bool) { if (x464_24_) x300_ = 0.f; } void CBeamProjectile::UpdateFX(const zeus::CTransform &, float, CStateManager &) { } void CBeamProjectile::Accept(urde::IVisitor& visitor) { visitor.Visit(this); } }