#include "Runtime/Weapon/CGunMotion.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/Character/CPASAnimParmData.hpp" #include "Runtime/Weapon/WeaponCommon.hpp" namespace urde { CGunMotion::CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale) : x0_modelData(CAnimRes(ancsId, 0, scale, 0, false), 1), x4c_gunController(x0_modelData) { xb8_24_animPlaying = false; LoadAnimations(); } void CGunMotion::LoadAnimations() { NWeaponTypes::get_token_vector(*x0_modelData.GetAnimationData(), 0, 14, xa8_anims, true); } bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike) { const CPASDatabase& pas = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase(); s32 animId = -1; bool loop = true; switch (state) { case SamusGun::EAnimationState::Wander: { CPASAnimParmData parms((s32(state))); auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1); animId = anim.second; break; } case SamusGun::EAnimationState::Idle: { CPASAnimParmData parms(s32(state), CPASAnimParm::FromEnum(0)); auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1); animId = anim.second; break; } case SamusGun::EAnimationState::Struck: { CPASAnimParmData parms(s32(state), CPASAnimParm::FromInt32(0), CPASAnimParm::FromReal32(angle), CPASAnimParm::FromBool(bigStrike), CPASAnimParm::FromBool(false)); auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1); animId = anim.second; loop = false; break; } case SamusGun::EAnimationState::FreeLook: x4c_gunController.EnterFreeLook(mgr, 0, -1); break; case SamusGun::EAnimationState::ComboFire: x4c_gunController.EnterComboFire(mgr, 0); break; default: break; } if (animId != -1) { x0_modelData.GetAnimationData()->EnableLooping(loop); CAnimPlaybackParms aparms(animId, -1, 1.f, true); x0_modelData.GetAnimationData()->SetAnimation(aparms, false); } return loop; } void CGunMotion::ReturnToDefault(CStateManager& mgr, bool setState) { x4c_gunController.ReturnToDefault(mgr, 0.f, setState); } void CGunMotion::BasePosition(bool bigStrikeReset) { x0_modelData.GetAnimationData()->EnableLooping(false); CAnimPlaybackParms aparms(bigStrikeReset ? 6 : 0, -1, 1.f, true); x0_modelData.GetAnimationData()->SetAnimation(aparms, false); } void CGunMotion::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2) { xb8_24_animPlaying = true; x4c_gunController.EnterFidget(mgr, s32(type), 0, parm2); } void CGunMotion::Update(float dt, CStateManager& mgr) { x0_modelData.AdvanceAnimation(dt, mgr, kInvalidAreaId, true); if (x4c_gunController.Update(dt, mgr)) xb8_24_animPlaying = false; } void CGunMotion::Draw(const CStateManager& mgr, const zeus::CTransform& xf) const { CModelFlags flags(0, 0, 3, zeus::skWhite); x0_modelData.Render(mgr, xf, nullptr, flags); } } // namespace urde