#pragma once #include #include #include #include "Runtime/Tweaks/ITweakPlayerGun.hpp" #include "Runtime/CPlayerState.hpp" #include "Runtime/RetroTypes.hpp" #include "Runtime/Audio/CSfxManager.hpp" namespace metaforce { class CAnimData; class CPrimitive; class CStateManager; class CToken; enum class EWeaponType { None = -1, Power = 0, Ice = 1, Wave = 2, Plasma = 3, Bomb = 4, PowerBomb = 5, Missile = 6, BoostBall = 7, Phazon = 8, AI = 9, PoisonWater = 10, Lava = 11, Heat = 12, Unused1 = 13, OrangePhazon = 14, Max = 15 }; enum class EProjectileAttrib { None = 0, PartialCharge = (1 << 0), PlasmaProjectile = (1 << 1), Charged = (1 << 2), Ice = (1 << 3), Wave = (1 << 4), Plasma = (1 << 5), Phazon = (1 << 6), ComboShot = (1 << 7), Bombs = (1 << 8), PowerBombs = (1 << 9), BigProjectile = (1 << 10), ArmCannon = (1 << 11), BigStrike = (1 << 12), DamageFalloff = (1 << 13), StaticInterference = (1 << 14), PlayerUnFreeze = (1 << 15), ParticleOPTS = (1 << 16), KeepInCinematic = (1 << 17), }; ENABLE_BITWISE_ENUM(EProjectileAttrib) namespace NWeaponTypes { enum class EGunAnimType { BasePosition, Shoot, ChargeUp, ChargeLoop, ChargeShoot, FromMissile, ToMissile, MissileShoot, MissileReload, FromBeam, ToBeam }; void primitive_set_to_token_vector(const CAnimData& animData, const std::set& primSet, std::vector& tokensOut, bool preLock); void unlock_tokens(std::vector& anims); void lock_tokens(std::vector& anims); bool are_tokens_ready(const std::vector& anims); void get_token_vector(const CAnimData& animData, int begin, int end, std::vector& tokensOut, bool preLock); void get_token_vector(const CAnimData& animData, int animIdx, std::vector& tokensOut, bool preLock); void do_sound_event(std::pair& sfxHandle, float& pitch, bool doPitchBend, u32 soundId, float weight, u32 flags, float falloff, float maxDist, float minVol, float maxVol, const zeus::CVector3f& posToCam, const zeus::CVector3f& pos, TAreaId aid, CStateManager& mgr); CAssetId get_asset_id_from_name(std::string_view name); CPlayerState::EPlayerSuit get_current_suit(const CStateManager& mgr); CSfxHandle play_sfx(u16 sfx, bool underwater, bool looped, float pan); } // namespace NWeaponTypes } // namespace metaforce