#pragma once #include #include "CPhysicsActor.hpp" #include "CDamageInfo.hpp" #include "CDamageVulnerability.hpp" #include "Weapon/CProjectileInfo.hpp" #include "Weapon/CBurstFire.hpp" namespace urde { class CCollisionActorManager; class CScriptGunTurretData { float x0_intoDeactivateDelay; float x4_intoActivateDelay; float x8_reloadTime; float xc_reloadTimeVariance; float x10_panStartTime; float x14_panHoldTime; float x18_totalPanSearchTime = 30.f; float x1c_leftMaxAngle; float x20_rightMaxAngle; float x24_downMaxAngle; float x28_turnSpeed; float x2c_detectionRange; float x30_detectionZRange; float x34_freezeDuration; float x38_freezeVariance; bool x3c_freezeTimeout; CAssetId x40_projectileRes; CDamageInfo x44_projectileDamage; CAssetId x60_idleLightRes; CAssetId x64_deactivateLightRes; CAssetId x68_targettingLightRes; CAssetId x6c_frozenEffectRes; CAssetId x70_chargingEffectRes; CAssetId x74_panningEffectRes; CAssetId x78_visorEffectRes; u16 x7c_trackingSoundId; u16 x7e_lockOnSoundId; u16 x80_unfreezeSoundId; u16 x82_stopClankSoundId; u16 x84_chargingSoundId; u16 x86_visorSoundId; CAssetId x88_extensionModelResId; float x8c_extensionDropDownDist; u32 x90_numInitialShots; u32 x94_initialShotTableIndex; u32 x98_numSubsequentShots; float x9c_frenzyDuration; bool xa0_scriptedStartOnly; static constexpr s32 skMinProperties = 43; public: CScriptGunTurretData(CInputStream&, s32); CAssetId GetPanningEffectRes() const { return x74_panningEffectRes; } CAssetId GetChargingEffectRes() const { return x70_chargingEffectRes; } CAssetId GetFrozenEffectRes() const { return x6c_frozenEffectRes; } CAssetId GetTargettingLightRes() const { return x68_targettingLightRes; } CAssetId GetDeactivateLightRes() const { return x64_deactivateLightRes; } CAssetId GetIdleLightRes() const { return x60_idleLightRes; } CAssetId GetVisorEffectRes() const { return x78_visorEffectRes; } const CDamageInfo& GetProjectileDamage() const { return x44_projectileDamage; } CAssetId GetProjectileRes() const { return x40_projectileRes; } u16 GetUnFreezeSoundId() const { return x80_unfreezeSoundId; } float GetIntoDeactivateDelay() const { return x0_intoDeactivateDelay; } CAssetId GetExtensionModelResId() const { return x88_extensionModelResId; } float GetFreezeVariance() const { return x38_freezeVariance; } float GetFreezeDuration() const { return x34_freezeDuration; } bool GetFreezeTimeout() const { return x3c_freezeTimeout; } float GetIntoActivateDelay() const { return x4_intoActivateDelay; } u16 GetLockOnSoundId() const { return x7e_lockOnSoundId; } float GetPanStartTime() const { return x10_panStartTime; } float GetPanHoldTime() const { return x14_panHoldTime; } float GetTotalPanSearchTime() const { return x18_totalPanSearchTime; } float GetTurnSpeed() const { return x28_turnSpeed; } float GetReloadTimeVariance() const { return xc_reloadTimeVariance; } float GetReloadTime() const { return x8_reloadTime; } u16 GetChargingSoundId() const { return x84_chargingSoundId; } float GetDownMaxAngle() const { return x24_downMaxAngle; } float GetExtensionDropDownDist() const { return x8c_extensionDropDownDist; } float GetLeftMaxAngle() const { return x1c_leftMaxAngle; } float GetRightMaxAngle() const { return x20_rightMaxAngle; } float GetDetectionRange() const { return x2c_detectionRange; } float GetDetectionZRange() const { return x30_detectionZRange; } u32 GetNumSubsequentShots() const { return x98_numSubsequentShots; } u32 GetInitialShotTableIndex() const { return x94_initialShotTableIndex; } u32 GetNumInitialShots() const { return x90_numInitialShots; } u16 GetTrackingSoundId() const { return x7c_trackingSoundId; } u16 GetStopClankSoundId() const { return x82_stopClankSoundId; } u16 GetVisorSoundId() const { return x86_visorSoundId; } bool GetScriptedStartOnly() const { return xa0_scriptedStartOnly; } float GetFrenzyDuration() const { return x9c_frenzyDuration; } static s32 GetMinProperties() { return skMinProperties; } }; class CScriptGunTurret : public CPhysicsActor { static const SBurst skOOVBurst4InfoTemplate[]; static const SBurst skOOVBurst3InfoTemplate[]; static const SBurst skOOVBurst2InfoTemplate[]; static const SBurst skBurst4InfoTemplate[]; static const SBurst skBurst3InfoTemplate[]; static const SBurst skBurst2InfoTemplate[]; static const SBurst* skBursts[]; public: enum class ETurretComponent { Base, Gun }; enum class ETurretState { Invalid = -1, Destroyed, Deactive, DeactiveFromReady, Deactivating, DeactivatingFromReady, Inactive, Ready, PanningA, PanningB, Targeting, Firing, ExitTargeting, Frenzy }; private: ETurretComponent x258_type; TUniqueId x25c_gunId = kInvalidUniqueId; float x260_lastGunHP = 0.f; CHealthInfo x264_healthInfo; CDamageVulnerability x26c_damageVuln; CScriptGunTurretData x2d4_data; TUniqueId x378_ = kInvalidUniqueId; CProjectileInfo x37c_projectileInfo; CBurstFire x3a4_burstFire; zeus::CVector3f x404_targetPosition; TToken x410_idleLightDesc; TToken x41c_deactivateLightDesc; TToken x428_targettingLightDesc; TToken x434_frozenEffectDesc; TToken x440_chargingEffectDesc; TToken x44c_panningEffectDesc; TLockedToken x458_visorEffectDesc; std::unique_ptr x468_idleLight; std::unique_ptr x470_deactivateLight; std::unique_ptr x478_targettingLight; std::unique_ptr x480_frozenEffect; std::unique_ptr x488_chargingEffect; std::unique_ptr x490_panningEffect; TUniqueId x498_lightId = kInvalidUniqueId; std::unique_ptr x49c_collisionManager; TUniqueId x4a0_collisionActor = kInvalidUniqueId; std::optional x4a4_extensionModel; float x4f4_extensionRange = 0.f; float x4f8_extensionT = 0.f; zeus::CVector3f x4fc_extensionOffset; u8 x508_gunSDKSeg = 0xFF; CSfxHandle x50c_targetingEmitter; float x510_timeSinceLastTargetSfx = 0.f; zeus::CVector3f x514_lastFrontVector; ETurretState x520_state = ETurretState::Invalid; float x524_curStateTime = 0.f; float x528_curInactiveTime = 0.f; float x52c_curActiveTime = 0.f; float x530_curPanTime = 0.f; float x534_fireCycleRemTime = 0.f; float x538_halfFireCycleDur = 0.f; float x53c_freezeRemTime = 0.f; s32 x540_turretAnim = -1; zeus::CVector3f x544_originalFrontVec; zeus::CVector3f x550_originalRightVec; s32 x55c_additiveChargeAnim = -1; union { struct { bool x560_24_dead : 1; bool x560_25_frozen : 1; bool x560_26_firedWithSetBurst : 1; bool x560_27_burstSet : 1; bool x560_28_hasBeenActivated : 1; bool x560_29_scriptedStart : 1; bool x560_30_needsStopClankSound : 1; bool x560_31_frenzyReverse : 1; }; u32 _dummy = 0; }; private: void SetupCollisionManager(CStateManager&); void SetTurretState(ETurretState, CStateManager&); void ProcessCurrentState(EStateMsg, CStateManager&, float); void LaunchProjectile(CStateManager&); void PlayAdditiveFlinchAnimation(CStateManager&); void ProcessGunStateMachine(float, CStateManager&); void UpdateTurretAnimation(); void UpdateGunCollisionManager(float, CStateManager&); void UpdateFrozenState(float, CStateManager&); void UpdateGunParticles(float, CStateManager&); void ProcessDeactivatingState(EStateMsg, CStateManager&); void ProcessInactiveState(EStateMsg, CStateManager&, float); void ProcessReadyState(EStateMsg, CStateManager&, float); void ProcessPanningState(EStateMsg, CStateManager&, float); void ProcessTargettingState(EStateMsg, CStateManager&, float); void ProcessExitTargettingState(EStateMsg, CStateManager&); void ProcessFrenzyState(EStateMsg, CStateManager&, float); bool IsPlayerInFiringRange(CStateManager&) const; bool LineOfSightTest(CStateManager&) const; bool InDetectionRange(CStateManager&) const; bool PlayerInsideTurretSphere(CStateManager&) const; void UpdateGunOrientation(float, CStateManager&); zeus::CVector3f UpdateExtensionModelState(float); void UpdateHealthInfo(CStateManager&); void UpdateTargettingSound(float); void PlayAdditiveChargingAnimation(CStateManager&); void UpdateTargettingMode(float, CStateManager&); void UpdateBurstType(CStateManager&); bool ShouldFire(CStateManager&) const; bool IsInsignificantRotation(float) const; public: CScriptGunTurret(TUniqueId uid, std::string_view name, ETurretComponent comp, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData, const zeus::CAABox& aabb, const CHealthInfo& hInfo, const CDamageVulnerability& dVuln, const CActorParameters& aParms, const CScriptGunTurretData& turretData); void Accept(IVisitor&); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); void Think(float, CStateManager&); void Touch(CActor&, CStateManager&); void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const; void Render(const CStateManager&) const; std::optional GetTouchBounds() const; zeus::CVector3f GetOrbitPosition(const CStateManager&) const; zeus::CVector3f GetAimPosition(const CStateManager&, float) const; CHealthInfo* HealthInfo(CStateManager&) { return &x264_healthInfo; } const CDamageVulnerability* GetDamageVulnerability() const { return &x26c_damageVuln; } }; } // namespace urde