#pragma once #include "Runtime/Character/CModelData.hpp" #include "Runtime/Weapon/CGSComboFire.hpp" #include "Runtime/Weapon/CGSFidget.hpp" #include "Runtime/Weapon/CGSFreeLook.hpp" namespace urde { enum class EGunState { Inactive, Default, FreeLook, ComboFire, Idle, Fidget, Strike, BigStrike }; class CGunController { CModelData& x0_modelData; CGSFreeLook x4_freeLook; CGSComboFire x1c_comboFire; CGSFidget x30_fidget; EGunState x50_gunState = EGunState::Inactive; s32 x54_curAnimId = -1; bool x58_24_animDone : 1 = true; bool x58_25_enteredComboFire : 1 = false; public: explicit CGunController(CModelData& modelData) : x0_modelData(modelData) {} void UnLoadFidget() { x30_fidget.UnLoadAnim(); } void LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 animSet); void EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 animSet); bool IsFidgetLoaded() const { return x30_fidget.IsAnimLoaded(); } s32 GetFreeLookSetId() const { return x4_freeLook.GetSetId(); } bool IsComboOver() const { return x1c_comboFire.IsComboOver(); } void EnterFreeLook(CStateManager& mgr, s32 gunId, s32 setId); void EnterComboFire(CStateManager& mgr, s32 gunId); void EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool b2); void EnterIdle(CStateManager& mgr); bool Update(float dt, CStateManager& mgr); void ReturnToDefault(CStateManager& mgr, float dt, bool setState); void ReturnToBasePosition(CStateManager&, float); void Reset(); s32 GetCurAnimId() const { return x54_curAnimId; } }; } // namespace urde