#pragma once #include #include "Runtime/RetroTypes.hpp" #include "Runtime/Character/CModelData.hpp" #include "Runtime/Weapon/CGunController.hpp" #include namespace urde { namespace SamusGun { enum class EAnimationState { Wander, Fidget, Struck, FreeLook, ComboFire, Idle, BasePosition }; enum class EFidgetType { Invalid = -1, Minor, Major }; } // namespace SamusGun class CGunMotion { CModelData x0_modelData; CGunController x4c_gunController; std::vector xa8_anims; bool xb8_24_animPlaying : 1 = false; void LoadAnimations(); public: CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale); const CModelData& GetModelData() const { return x0_modelData; } bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike); void ReturnToDefault(CStateManager& mgr, bool setState); void BasePosition(bool bigStrikeReset); void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2); void Update(float dt, CStateManager& mgr); void Draw(const CStateManager& mgr, const zeus::CTransform& xf) const; s32 GetFreeLookSetId() const { return x4c_gunController.GetFreeLookSetId(); } CGunController& GunController() { return x4c_gunController; } bool IsAnimPlaying() const { return xb8_24_animPlaying; } }; } // namespace urde