#include "CGrappleArm.hpp" namespace urde { CGrappleArm::CGrappleArm(const zeus::CVector3f& vec) { } void CGrappleArm::AsyncLoadSuit(CStateManager& mgr) { } void CGrappleArm::SetAnimState(EArmState state) { } void CGrappleArm::Activate(bool) { } void CGrappleArm::GrappleBeamDisconnected() { } void CGrappleArm::GrappleBeamConnected() { } void CGrappleArm::RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos) { } void CGrappleArm::TouchModel(const CStateManager& mgr) const { } void CGrappleArm::Update(float grappleSwingT, float dt, CStateManager& mgr) { } void CGrappleArm::PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos) { } void CGrappleArm::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags, const CActorLights* lights) const { } void CGrappleArm::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) { } void CGrappleArm::EnterStruck(CStateManager& mgr, float angle, bool attack, bool b2) { } void CGrappleArm::EnterIdle(CStateManager& mgr) { } void CGrappleArm::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 parm2) { } void CGrappleArm::EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr) { } void CGrappleArm::ReturnToDefault(CStateManager& mgr, float f1, bool b1) { } }