#ifndef __URDE_CPHAZONBEAM_HPP__
#define __URDE_CPHAZONBEAM_HPP__

#include "CGunWeapon.hpp"
#include "Graphics/Shaders/CAABoxShader.hpp"

namespace urde
{

class CPhazonBeam : public CGunWeapon
{
    TCachedToken<CModel> x21c_phazonVeins;
    std::unique_ptr<CModelData> x224_phazonVeinsData;
    TCachedToken<CGenDescription> x228_phazon2nd1;
    std::unique_ptr<CElementGen> x234_chargeFxGen;
    zeus::CAABox x238_aaBoxScale;
    zeus::CAABox x250_aaBoxTranslate;
    float x268_clipWipeScale = 0.f;
    float x26c_clipWipeTranslate = 0.f;
    float x270_indirectAlpha = 1.f;
    bool x274_24_loaded : 1;
    bool x274_25_clipWipeActive : 1;
    bool x274_26_veinsAlphaActive : 1;
    bool x274_27_phazonVeinsIdx : 1;
    float x278_fireTime = 1.f / 3.f;
    mutable CAABoxShader m_aaboxShaderScale = {true};
    mutable CAABoxShader m_aaboxShaderTranslate = {true};
    void ReInitVariables();
    void DrawClipScaleCube() const;
    void DrawClipTranslateCube() const;
public:
    CPhazonBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
                EMaterialTypes playerMaterial, const zeus::CVector3f& scale);
    void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
    bool IsFiring() const { return x278_fireTime < 1.f / 6.f; }
    void SetClipWipeActive(bool b) { x274_25_clipWipeActive = b; }
    void SetVeinsAlphaActive(bool b) { x274_26_veinsAlphaActive = b; }
    void StopBeam(CStateManager& mgr, bool b1);
    void UpdateBeam(float dt, const zeus::CTransform& targetXf,
                    const zeus::CVector3f& localBeamPos, CStateManager& mgr);
    void CreateBeam(CStateManager& mgr);

    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 Update(float dt, CStateManager& mgr);
    void Load(CStateManager& mgr, bool subtypeBasePose);
    void Unload(CStateManager& mgr);
    bool IsLoaded() const;
    void Draw(bool drawSuitArm, const CStateManager& mgr, const zeus::CTransform& xf,
              const CModelFlags& flags, const CActorLights* lights) const;
    void DrawMuzzleFx(const CStateManager& mgr) const;
};

}

#endif // __URDE_CPHAZONBEAM_HPP__