#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__