#pragma once

#include <memory>
#include "Runtime/Weapon/CGunWeapon.hpp"

namespace urde {

class CPowerBeam final : public CGunWeapon {
  enum class ESmokeState { Inactive, Active, Done };
  TCachedToken<CGenDescription> x21c_shotSmoke;
  TCachedToken<CGenDescription> x228_power2nd1;
  std::unique_ptr<CElementGen> x234_shotSmokeGen;
  std::unique_ptr<CElementGen> x238_power2ndGen;
  float x23c_smokeTimer = 0.f;
  ESmokeState x240_smokeState = ESmokeState::Inactive;
  bool x244_24 : 1;
  bool x244_25_loaded : 1;
  void ReInitVariables();

public:
  CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial,
             const zeus::CVector3f& scale);

  void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) override;
  void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) override;
  void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf) override;
  void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr,
            TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) override;
  void EnableSecondaryFx(ESecondaryFxType type) override;
  void Update(float dt, CStateManager& mgr) override;
  void Load(CStateManager& mgr, bool subtypeBasePose) override;
  void Unload(CStateManager& mgr) override;
  bool IsLoaded() const override;
};

} // namespace urde