#pragma once #include "CGunWeapon.hpp" namespace urde { class CIceBeam final : public CGunWeapon { TCachedToken x21c_iceSmoke; TCachedToken x228_ice2nd1; TCachedToken x234_ice2nd2; std::unique_ptr x240_smokeGen; std::unique_ptr x244_chargeFx; bool x248_24_loaded : 1; bool x248_25_inEndFx : 1; void ReInitVariables(); public: CIceBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const zeus::CVector3f& scale); void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf); void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf); void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf); void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2); void EnableFx(bool enable); void EnableSecondaryFx(ESecondaryFxType type); void Update(float dt, CStateManager& mgr); void Load(CStateManager& mgr, bool subtypeBasePose); void Unload(CStateManager& mgr); bool IsLoaded() const; }; } // namespace urde