#pragma once #include "CScriptActor.hpp" #include "CPlayerState.hpp" namespace urde { class CScriptPlayerActor : public CScriptActor { CAnimRes x2e8_suitRes; CPlayerState::EBeamId x304_beam; CPlayerState::EPlayerSuit x308_suit = CPlayerState::EPlayerSuit::Invalid; CPlayerState::EBeamId x30c_setBeamId = CPlayerState::EBeamId::Invalid; s32 x310_loadedCharIdx = -1; std::unique_ptr x314_beamModelData; std::unique_ptr x318_suitModelData; TLockedToken x31c_beamModel; // Used to be single_ptr TLockedToken x320_suitModel; // Used to be single_ptr TLockedToken x324_suitSkin; // Used to be single_ptr TLockedToken x328_backupModelData; // Used to be optional TLockedToken x338_phazonIndirectTexture; // Used to be optional u32 x348_deallocateBackupCountdown = 0; float x34c_phazonOffsetAngle = 0.f; u32 x350_flags; /* 0x1: suit transition, 0x2: previous suit, 0x4: force reset * 0x8: track in area data, 0x10: keep in state manager */ union { struct { bool x354_24_setBoundingBox : 1; bool x354_25_deferOnlineModelData : 1; bool x354_26_deferOfflineModelData : 1; bool x354_27_beamModelLoading : 1; bool x354_28_suitModelLoading : 1; bool x354_29_loading : 1; bool x354_30_enableLoading : 1; bool x354_31_deferOnlineLoad : 1; bool x355_24_areaTrackingLoad : 1; }; u32 _dummy = 0; }; TUniqueId x356_nextPlayerActor = kInvalidUniqueId; u32 GetSuitCharIdx(const CStateManager& mgr, CPlayerState::EPlayerSuit suit) const; u32 GetNextSuitCharIdx(const CStateManager& mgr) const; void LoadSuit(u32 charIdx); void LoadBeam(CPlayerState::EBeamId beam); void PumpBeamModel(CStateManager& mgr); void BuildBeamModelData(); void PumpSuitModel(CStateManager& mgr); void SetupOfflineModelData(); void SetupOnlineModelData(); void SetupEnvFx(CStateManager& mgr, bool set); void SetIntoStateManager(CStateManager& mgr, bool set); void TouchModels_Internal(const CStateManager& mgr) const; public: CScriptPlayerActor(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, const CAnimRes& animRes, CModelData&& mData, const zeus::CAABox& aabox, bool setBoundingBox, const CMaterialList& list, float mass, float zMomentum, const CHealthInfo& hInfo, const CDamageVulnerability& dVuln, const CActorParameters& aParams, bool loop, bool active, u32 flags, CPlayerState::EBeamId beam); void Think(float, CStateManager&); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); void SetActive(bool active); void PreRender(CStateManager&, const zeus::CFrustum&); void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const; void Render(const CStateManager& mgr) const; void TouchModels(const CStateManager& mgr) const; }; } // namespace urde