#pragma once #include #include "Runtime/RetroTypes.hpp" #include "Runtime/Weapon/CGunWeapon.hpp" namespace urde { class CWaveBeam final : public CGunWeapon { TCachedToken x21c_waveBeam; TCachedToken x228_wave2nd1; TCachedToken x234_wave2nd2; TCachedToken x240_wave2nd3; float x24c_effectTimer = 0.f; std::unique_ptr x250_chargeElec; std::unique_ptr x254_chargeFx; bool x258_24_loaded : 1; bool x258_25_effectTimerActive : 1; void ReInitVariables(); public: CWaveBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const zeus::CVector3f& scale); void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) override; void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf) override; void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) override; void EnableSecondaryFx(ESecondaryFxType type) override; void Update(float dt, CStateManager& mgr) override; void Load(CStateManager& mgr, bool subtypeBasePose) override; void Unload(CStateManager& mgr) override; bool IsLoaded() const override; }; } // namespace urde