#ifndef __URDE_CSCRIPTPLAYERACTOR_HPP__ #define __URDE_CSCRIPTPLAYERACTOR_HPP__ #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; s32 x30c_ = -1; s32 x310_loadedCharIdx = -1; u32 x314_ = 0; u32 x318_ = 0; u32 x31c_ = 0; u32 x320_ = 0; TLockedToken x324_suitModel; u8 x334_ = 0; u8 x344_ = 0; u32 x348_ = 0; float x34c_ = 0.f; u32 x350_flags; union { struct { bool x354_24_ : 1; bool x354_25_ : 1; bool x354_26_ : 1; bool x354_27_ : 1; bool x354_28_ : 1; bool x354_29_ : 1; bool x354_30_ : 1; bool x354_31_ : 1; bool x355_24_ : 1; }; u32 _dummy = 0; }; u32 GetSuitCharIdx(const CStateManager& mgr, CPlayerState::EPlayerSuit suit) const; void LoadSuit(u32 charIdx); void LoadBeam(CPlayerState::EBeamId beam); 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 b1, 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(); }; } #endif // __URDE_CSCRIPTPLAYERACTOR_HPP__