#pragma once #include "Runtime/RetroTypes.hpp" #include "Runtime/Weapon/CGunMotion.hpp" namespace urde { class CStateManager; class CFidget { public: enum class EState { NoFidget, MinorFidget, MajorFidget, HolsterBeam, StillMinorFidget, StillMajorFidget, StillHolsterBeam, Loading }; private: EState x0_state = EState::NoFidget; SamusGun::EFidgetType x4_type = SamusGun::EFidgetType::Invalid; u32 x8_delayTriggerBits = 0; // 0: panel, 1: panel reset, 2: adjust nozzle, 3: panel buttons s32 xc_animSet = -1; u32 x10_delayTimerEnableBits = 3; float x14_timeSinceFire = 0.f; float x18_timeSinceStrikeCooldown = 0.f; float x1c_timeSinceUnmorph = 0.f; float x20_timeSinceBobbing = 0.f; float x24_minorDelayTimer = 0.f; float x28_majorDelayTimer = 0.f; float x2c_holsterTimeSinceFire = 0.f; float x30_timeUntilHolster = 105.f; bool x34_24_loading = false; public: EState GetState() const { return x0_state; } SamusGun::EFidgetType GetType() const { return x4_type; } s32 GetAnimSet() const { return xc_animSet; } EState Update(int fireButtonStates, bool bobbing, bool inStrikeCooldown, float dt, CStateManager& mgr); void ResetMinor(); void ResetAll(); void DoneLoading() { x34_24_loading = false; } }; } // namespace urde