#pragma once #include #include #include #include "Runtime/CStateManager.hpp" #include "Runtime/RetroTypes.hpp" #include "Runtime/rstl.hpp" #include "Runtime/Character/CModelData.hpp" #include "Runtime/Character/CAnimCharacterSet.hpp" #include "Runtime/Weapon/CGunController.hpp" #include "Runtime/Weapon/CGunMotion.hpp" #include namespace urde { class CActorLights; class CStateManager; struct CModelFlags; class CGrappleArm { public: enum class EArmState { IntoGrapple, IntoGrappleIdle, FireGrapple, Three, ConnectGrapple, Five, Connected, Seven, OutOfGrapple, GunControllerAnimation, Done }; private: std::optional x0_grappleArmModel; std::optional x50_grappleArmSkeletonModel; CModelData xa0_grappleGearModel; CModelData xec_grapNoz1Model; CModelData x138_grapNoz2Model; TCachedToken x184_grappleArm; std::vector x18c_anims; rstl::reserved_vector, 8> x19c_suitDeps; zeus::CTransform x220_xf; zeus::CTransform x250_grapLocatorXf; zeus::CTransform x280_grapNozLoc1Xf; zeus::CTransform x2b0_grapNozLoc2Xf; zeus::CTransform x2e0_auxXf; zeus::CVector3f x310_grapplePointPos; zeus::CVector3f x31c_scale; std::unique_ptr x328_gunController; CSfxHandle x32c_grappleLoopSfx; CSfxHandle x330_swooshSfx; EArmState x334_animState = EArmState::Done; float x338_beamT = 0.f; float x33c_beamDist = 0.f; float x340_anglePhase = 0.f; float x344_xAmplitude = 0.f; float x348_zAmplitude = 0.f; std::pair x34c_animSfx = {0xffff, {}}; TCachedToken x354_grappleSegmentDesc; TCachedToken x360_grappleClawDesc; TCachedToken x36c_grappleHitDesc; TCachedToken x378_grappleMuzzleDesc; TCachedToken x384_grappleSwooshDesc; std::unique_ptr x390_grappleSegmentGen; std::unique_ptr x394_grappleClawGen; std::unique_ptr x398_grappleHitGen; std::unique_ptr x39c_grappleMuzzleGen; std::unique_ptr x3a0_grappleSwooshGen; std::unique_ptr x3a4_rainSplashGenerator; CPlayerState::EPlayerSuit x3a8_loadedSuit = CPlayerState::EPlayerSuit::Invalid; float x3ac_pitchBend = 0.f; s16 x3b0_rumbleHandle = -1; bool x3b2_24_active : 1; bool x3b2_25_beamActive : 1; bool x3b2_26_grappleHit : 1; bool x3b2_27_armMoving : 1; bool x3b2_28_isGrappling : 1; bool x3b2_29_suitLoading : 1; static float g_GrappleBeamAnglePhaseDelta; static float g_GrappleBeamXWaveAmplitude; static float g_GrappleBeamZWaveAmplitude; static float g_GrappleBeamSpeed; void FillTokenVector(const std::vector& tags, std::vector& objects); void BuildSuitDependencyList(); void LoadAnimations(); void ResetAuxParams(bool resetGunController); void DisconnectGrappleBeam(); void LoadSuitPoll(); void BuildXRayModel(); void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type); void DoUserAnimEvents(CStateManager& mgr); void UpdateArmMovement(float dt, CStateManager& mgr); void UpdateGrappleBeamFx(const zeus::CVector3f& beamGunPos, const zeus::CVector3f& beamAirPos, CStateManager& mgr); bool UpdateGrappleBeam(float dt, const zeus::CTransform& beamLoc, CStateManager& mgr); void UpdateSwingAction(float grappleSwingT, float dt, CStateManager& mgr); void RenderXRayModel(const CStateManager& mgr, const zeus::CTransform& modelXf, const CModelFlags& flags); static void PointGenerator(void* ctx, const std::vector>& vn); public: explicit CGrappleArm(const zeus::CVector3f& scale); void AsyncLoadSuit(CStateManager& mgr); void SetTransform(const zeus::CTransform& xf) { x220_xf = xf; } const zeus::CTransform& GetTransform() const { return x220_xf; } zeus::CTransform& AuxTransform() { return x2e0_auxXf; } void SetAnimState(EArmState state); EArmState GetAnimState() const { return x334_animState; } bool GetActive() const { return x3b2_24_active; } bool BeamActive() const { return x3b2_25_beamActive; } bool IsArmMoving() const { return x3b2_27_armMoving; } bool IsGrappling() const { return x3b2_28_isGrappling; } bool IsSuitLoading() const { return x3b2_29_suitLoading; } void Activate(bool); void GrappleBeamDisconnected(); void GrappleBeamConnected(); void RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos); void TouchModel(const CStateManager& mgr) const; void Update(float grappleSwingT, float dt, CStateManager& mgr); void PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos); void Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags, const CActorLights* lights); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); void EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool notInFreeLook); void EnterIdle(CStateManager& mgr); void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 animSet); void EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr); void EnterComboFire(s32 gunId, CStateManager& mgr); void ReturnToDefault(CStateManager& mgr, float dt, bool setState); CGunController* GunController() { return x328_gunController.get(); } const CGunController* GunController() const { return x328_gunController.get(); } }; } // namespace urde