#pragma once #include "Weapon/CGameProjectile.hpp" namespace urde { class CBeamProjectile : public CGameProjectile { public: enum class EDamageType { None, Actor, World }; private: s32 x2e8_intMaxLength; float x2ec_maxLength; float x2f0_invMaxLength; float x2f4_beamRadius; EDamageType x2f8_damageType = EDamageType::None; TUniqueId x2fc_ = kInvalidUniqueId; TUniqueId x2fe_collisionActorId = kInvalidUniqueId; float x300_intBeamLength; float x304_beamLength; float x308_travelSpeed; zeus::CVector3f x30c_collisionNormal = zeus::skUp; zeus::CVector3f x318_collisionPoint = zeus::skZero3f; zeus::CTransform x324_xf; zeus::CAABox x354_ = zeus::skNullBox; zeus::CAABox x36c_ = zeus::skNullBox; rstl::reserved_vector x384_; rstl::reserved_vector x400_pointCache; bool x464_24_growingBeam : 1; bool x464_25_enableTouchDamage : 1; void SetCollisionResultData(EDamageType dType, CRayCastResult& res, TUniqueId id); public: CBeamProjectile(const TToken& wDesc, std::string_view name, EWeaponType wType, const zeus::CTransform& xf, s32 maxLength, float beamRadius, float travelSpeed, EMaterialTypes matType, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner, EProjectileAttrib attribs, bool growingBeam); void Accept(IVisitor& visitor); float GetMaxRadius() const { return x2f4_beamRadius; } const zeus::CVector3f& GetSurfaceNormal() const { return x30c_collisionNormal; } EDamageType GetDamageType() const { return x2f8_damageType; } const zeus::CVector3f& GetCurrentPos() const { return x318_collisionPoint; } rstl::reserved_vector& PointCache() { return x400_pointCache; } const rstl::reserved_vector& GetPointCache() const { return x400_pointCache; } void CauseDamage(bool b) { x464_25_enableTouchDamage = b; } const zeus::CTransform& GetBeamTransform() const { return x324_xf; } float GetInvMaxLength() const { return x2f0_invMaxLength; } float GetCurrentLength() const { return x304_beamLength; } float GetMaxLength() const { return x2ec_maxLength; } s32 GetIntMaxLength() const { return x2e8_intMaxLength; } TUniqueId GetCollisionActorId() const { return x2fe_collisionActorId; } rstl::optional GetTouchBounds() const; void CalculateRenderBounds(); virtual void ResetBeam(CStateManager&, bool); virtual void UpdateFx(const zeus::CTransform&, float, CStateManager&); virtual void Fire(const zeus::CTransform&, CStateManager&, bool) = 0; }; } // namespace urde