#pragma once #include "CPhysicsActor.hpp" namespace urde { class CScriptDock : public CPhysicsActor { enum EDockState { Idle, PlayerTouched, EnterNextArea, Three }; friend class CScriptDoor; s32 x258_dockReferenceCount; s32 x25c_dock; TAreaId x260_area; EDockState x264_dockState = EDockState::Three; union { struct { bool x268_24_dockReferenced : 1; bool x268_25_loadConnected : 1; bool x268_26_areaPostConstructed : 1; }; u8 dummy = 0; }; public: CScriptDock(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CVector3f position, const zeus::CVector3f& extent, s32 dock, TAreaId area, bool active, s32 dockReferenceCount, bool loadConnected); void Accept(IVisitor& visitor); void Think(float, CStateManager&); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); rstl::optional GetTouchBounds() const; void Touch(CActor&, CStateManager&); void CleanUp() {} zeus::CPlane GetPlane(const CStateManager&) const; TAreaId GetAreaId() const { return x260_area; } s32 GetDockId() const { return x25c_dock; } void SetDockReference(CStateManager& mgr, s32); s32 GetDockReference(const CStateManager& mgr) const; TAreaId GetCurrentConnectedAreaId(const CStateManager&) const; void UpdateAreaActivateFlags(CStateManager&); bool HasPointCrossedDock(const CStateManager&, const zeus::CVector3f&) const; void AreaLoaded(CStateManager&); void AreaUnloaded(CStateManager&); void SetLoadConnected(CStateManager&, bool); }; } // namespace urde