#pragma once #include #include #include #include #include "Runtime/RetroTypes.hpp" #include "Runtime/Character/CAdditiveBodyState.hpp" #include "Runtime/Character/CBodyState.hpp" #include "Runtime/Character/CharacterCommon.hpp" namespace urde { class CActor; class CBodyStateInfo { friend class CBodyController; std::map> x0_stateMap; pas::EAnimationState x14_state = pas::EAnimationState::Invalid; CBodyController* x18_bodyController = nullptr; std::vector>> x1c_additiveStates; pas::EAnimationState x2c_additiveState = pas::EAnimationState::AdditiveIdle; float x30_maxPitch = 0.f; bool x34_24_changeLocoAtEndOfAnimOnly; std::unique_ptr SetupRestrictedFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const; std::unique_ptr SetupNewFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const; std::unique_ptr SetupWallWalkerBodyStates(pas::EAnimationState stateId, CActor& actor) const; std::unique_ptr SetupPitchableBodyStates(pas::EAnimationState stateId, CActor& actor) const; std::unique_ptr SetupFlyerBodyStates(pas::EAnimationState stateId, CActor& actor) const; std::unique_ptr SetupRestrictedBodyStates(pas::EAnimationState stateId, CActor& actor) const; std::unique_ptr SetupBiPedalBodyStates(pas::EAnimationState stateId, CActor& actor) const; public: CBodyStateInfo(CActor& actor, EBodyType type); float GetLocomotionSpeed(pas::ELocomotionAnim anim) const; float GetMaxSpeed() const; float GetMaximumPitch() const { return x30_maxPitch; } void SetMaximumPitch(float pitch) { x30_maxPitch = pitch; } bool GetLocoAnimChangeAtEndOfAnimOnly() const { return x34_24_changeLocoAtEndOfAnimOnly; } void SetLocoAnimChangeAtEndOfAnimOnly(bool s) { x34_24_changeLocoAtEndOfAnimOnly = s; } CBodyState* GetCurrentState(); const CBodyState* GetCurrentState() const; pas::EAnimationState GetCurrentStateId() const { return x14_state; } void SetState(pas::EAnimationState s); CAdditiveBodyState* GetCurrentAdditiveState(); pas::EAnimationState GetCurrentAdditiveStateId() const { return x2c_additiveState; } void SetAdditiveState(pas::EAnimationState s); bool ApplyHeadTracking() const; }; } // namespace urde