#pragma once #include "World/CPatterned.hpp" #include "Character/CBoneTracking.hpp" #include "Weapon/CProjectileInfo.hpp" namespace urde { class CDamageInfo; class CCollisionActorManager; namespace MP1 { class CNewIntroBoss : public CPatterned { pas::ELocomotionType x568_locomotion = pas::ELocomotionType::Relaxed; u32 x56c_stateProg = 0; float x570_minTurnAngle; CBoneTracking x574_boneTracking; CProjectileInfo x5ac_projectileInfo; TUniqueId x5d4_stage1Projectile = kInvalidUniqueId; TUniqueId x5d6_stage2Projectile = kInvalidUniqueId; TUniqueId x5d8_stage3Projectile = kInvalidUniqueId; std::string x5dc_damageLocator; // ??? std::unique_ptr x5ec_collisionManager; CAssetId x5f0_beamContactFxId; CAssetId x5f4_beamPulseFxId; CAssetId x5f8_beamTextureId; CAssetId x5fc_beamGlowTextureId; TUniqueId x600_headActor = kInvalidUniqueId; TUniqueId x602_pelvisActor = kInvalidUniqueId; zeus::CVector3f x604_predictedPlayerPos; zeus::CVector3f x610_lookPos; zeus::CVector3f x61c_startPlayerPos; float x628_firingTime = 0.f; zeus::CVector3f x62c_targetPos; float x638_ = 0.2f; float x63c_attackTime = 8.f; float x640_initialHp = 0.f; zeus::CTransform x644_; s16 x674_rumbleVoice = -1; TUniqueId x676_curProjectile = kInvalidUniqueId; bool x678_ = false; pas::ELocomotionType GetLocoForHealth(const CStateManager&) const; pas::EGenerateType GetGenerateForHealth(const CStateManager&) const; float GetNextAttackTime(CStateManager&) const; zeus::CVector3f PlayerPos(const CStateManager&) const; void DeleteBeam(CStateManager&); void StopRumble(CStateManager&); public: DEFINE_PATTERNED(NewIntroBoss) CNewIntroBoss(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pInfo, const CActorParameters& actParms, float minTurnAngle, CAssetId projectile, const CDamageInfo& dInfo, CAssetId beamContactFxId, CAssetId beamPulseFxId, CAssetId beamTextureId, CAssetId beamGlowTextureId); void Accept(IVisitor& visitor); void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager&); void Think(float dt, CStateManager& mgr); void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const; void OnScanStateChanged(EScanState, CStateManager&); CProjectileInfo* GetProjectileInfo() { return &x5ac_projectileInfo; } zeus::CAABox GetSortingBounds(const CStateManager&) const { zeus::CAABox box = GetModelData()->GetBounds(); return zeus::CAABox({-0.5f, -0.5f, box.min.z()}, {0.5f, 0.5f, box.max.z()}).getTransformedAABox(x34_transform); } rstl::optional GetTouchBounds() const { return {}; } void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt); void Generate(CStateManager&, EStateMsg, float); void Attack(CStateManager&, EStateMsg, float); void Patrol(CStateManager&, EStateMsg, float); bool ShouldTurn(CStateManager&, float); bool ShouldAttack(CStateManager&, float); bool AIStage(CStateManager&, float); bool AnimOver(CStateManager&, float); bool InAttackPosition(CStateManager&, float); }; } // namespace MP1 } // namespace urde