#include "CPlayer.hpp" #include "CActorParameters.hpp" #include "CMorphBall.hpp" #include "CPlayerGun.hpp" #include "CStateManager.hpp" #include "Particle/CGenDescription.hpp" namespace urde { static CModelData MakePlayerAnimRes(ResId resId, const zeus::CVector3f& scale) { return {CAnimRes(resId, 0, scale, 0, true), 1}; } CPlayer::CPlayer(TUniqueId uid, const zeus::CTransform& xf, const zeus::CAABox& aabb, unsigned int resId, const zeus::CVector3f& playerScale, float mass, float stepUp, float stepDown, float f4, const CMaterialList& ml) : CPhysicsActor(uid, true, "CPlayer", CEntityInfo(kInvalidAreaId, CEntity::NullConnectionList), xf, MakePlayerAnimRes(resId, playerScale), ml, aabb, SMoverData(mass), CActorParameters::None(), stepUp, stepDown) { x768_morphball.reset(new CMorphBall(*this, f4)); } bool CPlayer::IsTransparent() const { return false; } void CPlayer::Update(float, CStateManager& mgr) { } bool CPlayer::IsPlayerDeadEnough() const { return false; } void CPlayer::AsyncLoadSuit(CStateManager& mgr) { x490_gun->AsyncLoadSuit(mgr); } void CPlayer::LoadAnimationTokens() { } bool CPlayer::CanRenderUnsorted(CStateManager& mgr) const { return false; } const CDamageVulnerability* CPlayer::GetDamageVulnerability(const zeus::CVector3f& v1, const zeus::CVector3f& v2, const CDamageInfo& info) const { return nullptr; } const CDamageVulnerability* CPlayer::GetDamageVulnerability() const { return nullptr; } zeus::CVector3f CPlayer::GetHomingPosition(CStateManager& mgr, float) const { return {}; } zeus::CVector3f CPlayer::GetAimPosition(CStateManager& mgr, float) const { return {}; } void CPlayer::FluidFXThink(CActor::EFluidState, CScriptWater& water, CStateManager& mgr) { } zeus::CVector3f CPlayer::GetDamageLocationWR() const { return {}; } float CPlayer::GetPrevDamageAmount() const { return 0.f; } float CPlayer::GetDamageAmount() const { return 0.f; } bool CPlayer::WasDamaged() const { return false; } void CPlayer::TakeDamage(bool, const zeus::CVector3f&, float, EWeaponType, CStateManager& mgr) { } void CPlayer::Accept(IVisitor& visitor) { } CHealthInfo* CPlayer::HealthInfo(CStateManager& mgr) { return nullptr; } bool CPlayer::IsUnderBetaMetroidAttack(CStateManager& mgr) const { return false; } rstl::optional_object CPlayer::GetTouchBounds() const { return {}; } void CPlayer::Touch(CActor&, CStateManager& mgr) { } void CPlayer::UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float) { } void CPlayer::ValidateScanning(const CFinalInput& input, CStateManager& mgr) { } void CPlayer::SetScanningState(EPlayerScanState, CStateManager& mgr) { } bool CPlayer::GetExplorationMode() const { return false; } bool CPlayer::GetCombatMode() const { return false; } void CPlayer::RenderGun(CStateManager& mgr, const zeus::CVector3f&) const { } void CPlayer::Render(CStateManager& mgr) const { } void CPlayer::RenderReflectedPlayer(CStateManager& mgr) const { } void CPlayer::PreRender(CStateManager& mgr, const zeus::CFrustum&) { } zeus::CAABox CPlayer::CalculateRenderBounds() { return {}; } void CPlayer::AddToRenderer(const zeus::CFrustum&, CStateManager&) { } void CPlayer::ComputeFreeLook(const CFinalInput& input) { } void CPlayer::UpdateFreeLook(float dt) { } float CPlayer::GetMaximumPlayerPositiveVerticalVelocity(CStateManager&) const { return 0.f; } void CPlayer::ProcessInput(const CFinalInput&, CStateManager&) { } bool CPlayer::GetFrozenState() const { return false; } void CPlayer::Think(float, CStateManager&) { } void CPlayer::PreThink(float, CStateManager&) { } void CPlayer::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) { } void CPlayer::SetVisorSteam(float, float, float, u32, bool) { } void CPlayer::UpdateFootstepBounds(const CFinalInput& input, CStateManager&, float) { } u16 CPlayer::GetMaterialSoundUnderPlayer(CStateManager& mgr, const u16*, int, u16) { return 0; } u16 CPlayer::SfxIdFromMaterial(const CMaterialList&, const u16*, u16) { return 0; } void CPlayer::UpdateCrosshairsState(const CFinalInput&) { } void CPlayer::UpdateVisorTransition(float, CStateManager& mgr) { } void CPlayer::UpdateVisorState(const CFinalInput&, float, CStateManager& mgr) { } void CPlayer::ForceGunOrientation(const zeus::CTransform&, CStateManager& mgr) { } void CPlayer::UpdateDebugCamera(CStateManager& mgr) { } CFirstPersonCamera& CPlayer::GetFirstPersonCamera(CStateManager& mgr) { return *mgr.GetCameraManager()->GetFirstPersonCamera(); } void CPlayer::UpdateGunTransform(const zeus::CVector3f&, float, CStateManager& mgr, bool) { } void CPlayer::DrawGun(CStateManager& mgr) { } void CPlayer::HolsterGun(CStateManager& mgr) { } bool CPlayer::GetMorphballTransitionState() const { return false; } void CPlayer::UpdateGrappleArmTransform(const zeus::CVector3f&, CStateManager& mgr, float) { } void CPlayer::ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float) { } bool CPlayer::ValidateFPPosition(const zeus::CVector3f& pos, CStateManager& mgr) { return false; } void CPlayer::UpdateGrappleState(const CFinalInput& input, CStateManager& mgr) { } void CPlayer::ApplyGrappleJump(CStateManager& mgr) { } void CPlayer::BeginGrapple(zeus::CVector3f&, CStateManager& mgr) { } void CPlayer::BreakGrapple(CStateManager& mgr) { } void CPlayer::PreventFallingCameraPitch() { } void CPlayer::OrbitCarcass(CStateManager&) { } void CPlayer::OrbitPoint(EPlayerOrbitType, CStateManager& mgr) { } zeus::CVector3f CPlayer::GetHUDOrbitTargetPosition() const { return {}; } void CPlayer::SetOrbitState(EPlayerOrbitState, CStateManager& mgr) { } void CPlayer::SetOrbitTargetId(TUniqueId) { } void CPlayer::UpdateOrbitPosition(float, CStateManager& mgr) { } void CPlayer::UpdateOrbitZPosition() { } void CPlayer::UpdateOrbitFixedPosition() { } void CPlayer::SetOrbitPosition(float, CStateManager& mgr) { } void CPlayer::UpdateAimTarget(CStateManager& mgr) { } void CPlayer::UpdateAimTargetTimer(float) { } bool CPlayer::ValidateAimTargetId(TUniqueId, CStateManager& mgr) { return false; } bool CPlayer::ValidateObjectForMode(TUniqueId, CStateManager& mgr) const { return false; } TUniqueId CPlayer::FindAimTargetId(CStateManager& mgr) { return {}; } TUniqueId CPlayer::CheckEnemiesAgainstOrbitZone(const std::vector&, EPlayerZoneInfo, EPlayerZoneType, CStateManager& mgr) const { return {}; } TUniqueId CPlayer::FindOrbitTargetId(CStateManager& mgr) { return {}; } void CPlayer::UpdateOrbitableObjects(CStateManager& mgr) { } TUniqueId CPlayer::FindBestOrbitableObject(const std::vector&, EPlayerZoneInfo, CStateManager& mgr) const { return {}; } void CPlayer::FindOrbitableObjects(const std::vector&, std::vector&, EPlayerZoneInfo, EPlayerZoneType, CStateManager& mgr, bool) const { } bool CPlayer::WithinOrbitScreenBox(const zeus::CVector3f&, EPlayerZoneInfo, EPlayerZoneType) const { return false; } bool CPlayer::WithinOrbitScreenEllipse(const zeus::CVector3f&, EPlayerZoneInfo) const { return false; } void CPlayer::CheckOrbitDisableSourceList(CStateManager& mgr) { } void CPlayer::CheckOrbitDisableSourceList() const { } void CPlayer::RemoveOrbitDisableSource(TUniqueId) { } void CPlayer::AddOrbitDisableSource(CStateManager& mgr, TUniqueId) { } void CPlayer::UpdateOrbitPreventionTimer(float) { } void CPlayer::UpdateOrbitModeTimer(float) { } void CPlayer::UpdateOrbitZone(CStateManager& mgr) { } void CPlayer::UpdateOrbitInput(const CFinalInput& input, CStateManager& mgr) { } void CPlayer::UpdateOrbitSelection(const CFinalInput& input, CStateManager& mgr) { } void CPlayer::UpdateOrbitOrientation(CStateManager& mgr) { } void CPlayer::UpdateOrbitTarget(CStateManager& mgr) { } float CPlayer::GetOrbitMaxLockDistance(CStateManager& mgr) const { return 0.f; } float CPlayer::GetOrbitMaxTargetDistance(CStateManager& mgr) const { return 0.f; } bool CPlayer::ValidateOrbitTargetId(TUniqueId, CStateManager& mgr) const { return false; } bool CPlayer::ValidateCurrentOrbitTargetId(CStateManager& mgr) { return false; } bool CPlayer::ValidateOrbitTargetIdAndPointer(TUniqueId, CStateManager& mgr) const { return false; } zeus::CVector3f CPlayer::GetBallPosition() const { return {}; } zeus::CVector3f CPlayer::GetEyePosition() const { return {}; } float CPlayer::GetEyeHeight() const { return 0.f; } float CPlayer::GetStepUpHeight() const { return 0.f; } float CPlayer::GetStepDownHeight() const { return 0.f; } void CPlayer::Teleport(const zeus::CTransform& xf, CStateManager& mgr, bool) { } zeus::CTransform CPlayer::CreateTransformFromMovementDirection() const { return {}; } const CCollisionPrimitive& CPlayer::GetCollisionPrimitive() const { return CPhysicsActor::GetCollisionPrimitive(); } zeus::CTransform CPlayer::GetPrimitiveTransform() const { return {}; } bool CPlayer::CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr) { return false; } float CPlayer::GetActualFirstPersonMaxVelocity() const { return 0.f; } void CPlayer::SetMoveState(EPlayerMovementState, CStateManager& mgr) { } float CPlayer::JumpInput(const CFinalInput& input, CStateManager& mgr) { return 0.f; } float CPlayer::TurnInput(const CFinalInput& input) const { return 0.f; } float CPlayer::StrafeInput(const CFinalInput& input) const { return 0.f; } float CPlayer::ForwardInput(const CFinalInput& input, float) const { return 0.f; } void CPlayer::ComputeMovement(const CFinalInput& input, CStateManager& mgr, float) { } float CPlayer::GetWeight() const { return 0.f; } float CPlayer::GetDampedClampedVelocityWR() const { return 0.f; } }