#include "Runtime/Weapon/CElectricBeamProjectile.hpp" #include "Runtime/CSimplePool.hpp" #include "Runtime/CStateManager.hpp" #include "Runtime/GameGlobalObjects.hpp" #include "Runtime/Graphics/CBooRenderer.hpp" #include "Runtime/Particle/CElectricDescription.hpp" #include "Runtime/Particle/CElementGen.hpp" #include "Runtime/Particle/CParticleElectric.hpp" #include "TCastTo.hpp" // Generated file, do not modify include path namespace urde { CElectricBeamProjectile::CElectricBeamProjectile(const TToken& wDesc, EWeaponType wType, const SElectricBeamInfo& elec, const zeus::CTransform& xf, EMaterialTypes matTypes, const CDamageInfo& dInfo, TUniqueId uid, TAreaId areaId, TUniqueId owner, EProjectileAttrib attribs) : CBeamProjectile(wDesc, "ElectricBeamProjectile"sv, wType, xf, u32(elec.x8_maxLength), elec.xc_radius, elec.x10_travelSpeed, matTypes, dInfo, uid, areaId, owner, attribs, false) , x468_electric(std::make_unique(elec.x0_electricDescription)) , x46c_genDescription(g_SimplePool->GetObj({SBIG('PART'), elec.x14_particleId})) , x478_elementGen(std::make_unique(x46c_genDescription)) , x47c_(elec.x18_) , x488_(elec.x1c_) { x478_elementGen->SetParticleEmission(false); x468_electric->SetParticleEmission(false); } void CElectricBeamProjectile::Accept(IVisitor& visitor) { visitor.Visit(this); } void CElectricBeamProjectile::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) { if (msg == EScriptObjectMessage::Registered) { mgr.AddWeaponId(xec_ownerId, xf0_weaponType); CauseDamage(true); } else if (msg == EScriptObjectMessage::Deleted) { DeleteProjectileLight(mgr); } CGameProjectile::AcceptScriptMsg(msg, uid, mgr); } void CElectricBeamProjectile::PreRender(CStateManager&, const zeus::CFrustum&) { if (!GetActive()) return; g_Renderer->AddParticleGen(*x478_elementGen); g_Renderer->AddParticleGen(*x468_electric); } void CElectricBeamProjectile::UpdateFx(const zeus::CTransform& xf, float dt, CStateManager& mgr) { if (!GetActive()) return; if (x484_ <= 0.f) CauseDamage(true); if (GetDamageType() == EDamageType::Actor) { x484_ = x488_; CauseDamage(false); } x484_ -= dt; float f2 = zeus::close_enough(x47c_, 0.f) && x48c_ != 0 ? 1.f : -1.f; /* TODO: Finish */ } void CElectricBeamProjectile::ResetBeam(CStateManager& mgr, bool b) { if (b) { SetActive(false); x478_elementGen->SetParticleEmission(false); x468_electric->SetParticleEmission(false); CBeamProjectile::ResetBeam(mgr, true); } else { x48c_ = false; } } void CElectricBeamProjectile::Fire(const zeus::CTransform&, CStateManager&, bool) { x48c_ = true; SetActive(true); x480_ = 0.f; } } // namespace urde