#pragma once #include "World/CWallWalker.hpp" #include "World/CPathFindSearch.hpp" #include "Weapon/CProjectileInfo.hpp" namespace urde::MP1 { class CSeedling : public CWallWalker { static const std::string skNeedleLocators[2][6]; CPathFindSearch x5d8_searchPath; std::unique_ptr x6bc_spikeData; CProjectileInfo x6c0_projectileInfo; CDamageInfo x6e8_deathDamage; zeus::CAABox x704_modelBounds = zeus::skNullBox; float x71c_attackCoolOff = 0.f; TUniqueId x720_prevObj = kInvalidUniqueId; bool x722_24_renderOnlyClusterA : 1; bool x722_25_curNeedleCluster : 1; void LaunchNeedles(CStateManager&); public: DEFINE_PATTERNED(Seedling) CSeedling(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&, const CPatternedInfo&, const CActorParameters&, CAssetId, CAssetId, const CDamageInfo&, const CDamageInfo&, float, float, float, float); void Accept(IVisitor&); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); void Think(float, CStateManager&); void Render(const CStateManager&) const; void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt); CProjectileInfo* GetProjectileInfo() { return &x6c0_projectileInfo; } rstl::optional GetTouchBounds() const; void Touch(CActor&, CStateManager&); CPathFindSearch* GetSearchPath() { return &x5d8_searchPath; } void Patrol(CStateManager&, EStateMsg, float); void Active(CStateManager&, EStateMsg, float); void Enraged(CStateManager&, EStateMsg, float); void ProjectileAttack(CStateManager&, EStateMsg, float); void Generate(CStateManager&, EStateMsg, float); bool ShouldAttack(CStateManager&, float); void MassiveDeath(CStateManager&); }; } // namespace urde::MP1