#pragma once #include #include "ITweak.hpp" #include "Runtime/IFactory.hpp" #include "Runtime/CPlayerState.hpp" namespace DataSpec { struct ITweakGunRes : ITweak { using ResId = metaforce::CAssetId; using EBeamId = metaforce::CPlayerState::EBeamId; ResId x4_gunMotion; ResId x8_grappleArm; ResId xc_rightHand; ResId x10_powerBeam; ResId x14_iceBeam; ResId x18_waveBeam; ResId x1c_plasmaBeam; ResId x20_phazonBeam; ResId x24_holoTransition; ResId x28_bombSet; ResId x2c_bombExplode; ResId x30_powerBombExplode; /* Power, Ice, Wave, Plasma, Phazon / Beam, Ball */ using WeaponPair = std::array; std::array x34_weapons; std::array x84_muzzle; std::array x94_charge; std::array xa4_auxMuzzle; ResId xb4_grappleSegment; ResId xb8_grappleClaw; ResId xbc_grappleHit; ResId xc0_grappleMuzzle; ResId xc4_grappleSwoosh; ResId GetBeamModel(EBeamId beam) const { auto b = int(beam); if (b < 0 || b > 4) b = 0; switch (EBeamId(b)) { default: case EBeamId::Power: return x10_powerBeam; case EBeamId::Ice: return x14_iceBeam; case EBeamId::Wave: return x18_waveBeam; case EBeamId::Plasma: return x1c_plasmaBeam; case EBeamId::Phazon: return x20_phazonBeam; } } const WeaponPair& GetWeaponPair(EBeamId beam) const { const auto b = int(beam); if (b < 0 || b > 4) { return x34_weapons[0]; } return x34_weapons[b]; } void ResolveResources(const metaforce::IFactory& factory) { x4_gunMotion = factory.GetResourceIdByName(GetGunMotion())->id; x8_grappleArm = factory.GetResourceIdByName(GetGrappleArm())->id; xc_rightHand = factory.GetResourceIdByName(GetRightHand())->id; x10_powerBeam = factory.GetResourceIdByName(GetPowerBeam())->id; x14_iceBeam = factory.GetResourceIdByName(GetIceBeam())->id; x18_waveBeam = factory.GetResourceIdByName(GetWaveBeam())->id; x1c_plasmaBeam = factory.GetResourceIdByName(GetPlasmaBeam())->id; x20_phazonBeam = factory.GetResourceIdByName(GetPhazonBeam())->id; x24_holoTransition = factory.GetResourceIdByName(GetHoloTransition())->id; x28_bombSet = factory.GetResourceIdByName(GetBombSet())->id; x2c_bombExplode = factory.GetResourceIdByName(GetBombExplode())->id; x30_powerBombExplode = factory.GetResourceIdByName(GetPowerBombExplode())->id; for (size_t i = 0; i < x34_weapons.size(); ++i) { for (size_t j = 0; j < x34_weapons[i].size(); ++j) { x34_weapons[i][j] = factory.GetResourceIdByName(GetWeapon(i, j != 0))->id; } } for (size_t i = 0; i < x84_muzzle.size(); ++i) { x84_muzzle[i] = factory.GetResourceIdByName(GetMuzzleParticle(i))->id; } for (size_t i = 0; i < x94_charge.size(); ++i) { x94_charge[i] = factory.GetResourceIdByName(GetChargeParticle(i))->id; } for (size_t i = 0; i < xa4_auxMuzzle.size(); ++i) { xa4_auxMuzzle[i] = factory.GetResourceIdByName(GetAuxMuzzleParticle(i))->id; } xb4_grappleSegment = factory.GetResourceIdByName(GetGrappleSegmentParticle())->id; xb8_grappleClaw = factory.GetResourceIdByName(GetGrappleClawParticle())->id; xbc_grappleHit = factory.GetResourceIdByName(GetGrappleHitParticle())->id; xc0_grappleMuzzle = factory.GetResourceIdByName(GetGrappleMuzzleParticle())->id; xc4_grappleSwoosh = factory.GetResourceIdByName(GetGrappleSwooshParticle())->id; } protected: virtual const std::string& GetGunMotion() const = 0; virtual const std::string& GetGrappleArm() const = 0; virtual const std::string& GetRightHand() const = 0; virtual const std::string& GetPowerBeam() const = 0; virtual const std::string& GetIceBeam() const = 0; virtual const std::string& GetWaveBeam() const = 0; virtual const std::string& GetPlasmaBeam() const = 0; virtual const std::string& GetPhazonBeam() const = 0; virtual const std::string& GetHoloTransition() const = 0; virtual const std::string& GetBombSet() const = 0; virtual const std::string& GetBombExplode() const = 0; virtual const std::string& GetPowerBombExplode() const = 0; virtual const std::string& GetWeapon(size_t idx, bool ball) const = 0; virtual const std::string& GetMuzzleParticle(size_t idx) const = 0; virtual const std::string& GetChargeParticle(size_t idx) const = 0; virtual const std::string& GetAuxMuzzleParticle(size_t idx) const = 0; virtual const std::string& GetGrappleSegmentParticle() const = 0; virtual const std::string& GetGrappleClawParticle() const = 0; virtual const std::string& GetGrappleHitParticle() const = 0; virtual const std::string& GetGrappleMuzzleParticle() const = 0; virtual const std::string& GetGrappleSwooshParticle() const = 0; }; } // namespace DataSpec