#pragma once #include #include "Runtime/Particle/CFlameWarp.hpp" #include "Runtime/Weapon/CGameProjectile.hpp" namespace urde { class CFlameInfo; class CElementGen; class CFlameThrower : public CGameProjectile { public: enum class EFlameState { Default, FireStart, FireActive, FireStopTimer, FireWaitForParticlesDone }; private: static const zeus::CVector3f kLightOffset; zeus::CTransform x2e8_flameXf; zeus::CAABox x318_flameBounds = zeus::skNullBox; float x330_particleWaitDelayTimer = 0.f; float x334_fireStopTimer = 0.f; float x338_; TToken x33c_flameDesc; std::unique_ptr x348_flameGen; CFlameWarp x34c_flameWarp; EFlameState x3f0_flameState = EFlameState::Default; CAssetId x3f4_playerSteamTxtr; s16 x3f8_playerHitSfx; CAssetId x3fc_playerIceTxtr; bool x400_24_active : 1; bool x400_25_particlesActive : 1; bool x400_26_ : 1; bool x400_27_coneCollision : 1; /* Z-sort and finer collision detection */ void CreateFlameParticles(CStateManager&); void SetFlameLightActive(CStateManager&, bool); void UpdateFlameState(float, CStateManager&); CRayCastResult DoCollisionCheck(TUniqueId& idOut, const zeus::CAABox& aabb, CStateManager& mgr); void ApplyDamageToActor(CStateManager& mgr, TUniqueId id, float dt); public: CFlameThrower(const TToken& wDesc, std::string_view name, EWeaponType wType, const CFlameInfo& flameInfo, const zeus::CTransform& xf, EMaterialTypes matType, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aId, TUniqueId owner, EProjectileAttrib attribs, CAssetId playerSteamTxtr, s16 playerHitSfx, CAssetId playerIceTxtr); void Accept(IVisitor& visitor) override; void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override; void Think(float, CStateManager&) override; void AddToRenderer(const zeus::CFrustum&, CStateManager&) override; void Render(CStateManager& mgr) override; std::optional GetTouchBounds() const override; void Touch(CActor& actor, CStateManager& mgr) override; void SetTransform(const zeus::CTransform& xf, float); void Reset(CStateManager&, bool); void Fire(const zeus::CTransform&, CStateManager&, bool); bool GetParticlesActive() const { return x400_25_particlesActive; } }; } // namespace urde