#pragma once #include "World/CPatterned.hpp" #include "Collision/CCollidableOBBTreeGroup.hpp" namespace urde::MP1 { class CPuddleToadGamma final : public CPatterned { static constexpr std::string_view mMouthLocatorName = "MOUTH_LCTR_SDK"sv; static constexpr std::string_view mBellyLocatorName = "SAMUS_POS_LCTR_SDK"sv; static const zeus::CVector3f skBellyOffset; u32 x568_ = 0; float x56c_ = 0.f; CDamageInfo x570_; CDamageInfo x58c_; float x5a8_; float x5ac_; float x5b0_; zeus::CVector3f x5b4_; float x5c0_; float x5c4_; float x5c8_; zeus::CVector3f x5cc_; zeus::CVector3f x5d8_; std::unique_ptr x5e4_collisionTreePrim; bool x5e8_24_ : 1; bool x5e8_25_ : 1; bool x5e8_26_ : 1; void SetSolid(CStateManager&, bool); static void CenterPlayer(CStateManager&, const zeus::CVector3f&, float); void ShootPlayer(CStateManager&, float); void SuckPlayer(CStateManager&, float); bool PlayerInVortexArea(const CStateManager&); void SetPlayerPosition(CStateManager&, const zeus::CVector3f&); public: DEFINE_PATTERNED(PuddleToad) CPuddleToadGamma(TUniqueId uid, std::string_view name, EFlavorType flavor, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pInfo, const CActorParameters& aParms, float f1, float f2, float f3, const zeus::CVector3f& v1, float f4, float f5, float f6, const CDamageInfo& dInfo1, const CDamageInfo& dInfo2, CAssetId dcln); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); void Think(float dt, CStateManager& mgr); void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt); rstl::optional GetTouchBounds() const; const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f&, const zeus::CVector3f&, const CDamageInfo&) const; const CDamageVulnerability* GetDamageVulnerability() const { return &CDamageVulnerability::ImmuneVulnerabilty(); } const CCollisionPrimitive* GetCollisionPrimitive() const; zeus::CTransform GetPrimitiveTransform() const; void InActive(CStateManager&, EStateMsg, float); void Active(CStateManager&, EStateMsg, float); void Suck(CStateManager&, EStateMsg, float); void Attack(CStateManager&, EStateMsg, float); void Crouch(CStateManager&, EStateMsg, float); bool InAttackPosition(CStateManager&, float); bool SpotPlayer(CStateManager&, float); bool ShouldAttack(CStateManager&, float); bool LostInterest(CStateManager&, float); bool Inside(CStateManager&, float); }; } // namespace urde::MP1