#pragma once #include "CPhysicsActor.hpp" #include "zeus/CAABox.hpp" #include "zeus/CTransform.hpp" #include "Weapon/CWeaponMgr.hpp" #include "CPlayerEnergyDrain.hpp" #include "Weapon/CPlayerGun.hpp" #include "CMorphBall.hpp" namespace urde { class CMaterialList; class CMorphBall; class CPlayerGun; class CDamageInfo; class CScriptWater; class IVisitor; struct CFinalInput; class CPlayerCameraBob; class CFirstPersonCamera; class CCollidableSphere; class CScriptPlayerHint; class CPlayer : public CPhysicsActor { friend class CStateManager; friend class CFirstPersonCamera; friend class CPlayerCameraBob; friend class CMorphBall; friend class CGroundMovement; public: enum class EPlayerScanState { NotScanning, Scanning, ScanComplete }; enum class EPlayerOrbitType { Close, Far, Default }; enum class EPlayerOrbitState { NoOrbit, OrbitObject, OrbitPoint, OrbitCarcass, ForcedOrbitObject, // For CMetroidBeta attack Grapple }; enum class EPlayerOrbitRequest { StopOrbit, Respawn, EnterMorphBall, Default, Four, Five, InvalidateTarget, BadVerticalAngle, ActivateOrbitSource, ProjectileCollide, Freeze, DamageOnGrapple, LostGrappleLineOfSight }; enum class EOrbitValidationResult { OK, InvalidTarget, PlayerNotReadyToTarget, NonTargetableTarget, ExtremeHorizonAngle, BrokenLookAngle, TargetingThroughDoor }; enum class EPlayerZoneInfo { Targeting, Scan }; enum class EPlayerZoneType { Always = -1, Box = 0, Ellipse }; enum class EPlayerMovementState { OnGround, Jump, ApplyJump, Falling, FallingMorphed }; enum class EPlayerMorphBallState { Unmorphed, Morphed, Morphing, Unmorphing }; enum class EPlayerCameraState { FirstPerson, Ball, Two, Transitioning, Spawned }; enum class ESurfaceRestraints { Normal, Air, Ice, Organic, Water, Lava, Phazon, Shrubbery }; enum class EFootstepSfx { None, Left, Right }; enum class EGrappleState { None, Firing, Pull, Swinging, JumpOff }; enum class EGunHolsterState { Holstered, Drawing, Drawn, Holstering }; private: struct CVisorSteam { float x0_curTargetAlpha; float x4_curAlphaInDur; float x8_curAlphaOutDur; CAssetId xc_tex; float x10_nextTargetAlpha = 0.f; float x14_nextAlphaInDur = 0.f; float x18_nextAlphaOutDur = 0.f; CAssetId x1c_txtr; float x20_alpha = 0.f; float x24_delayTimer = 0.f; bool x28_affectsThermal = false; public: CVisorSteam(float targetAlpha, float alphaInDur, float alphaOutDur, CAssetId tex) : x0_curTargetAlpha(targetAlpha), x4_curAlphaInDur(alphaInDur), x8_curAlphaOutDur(alphaOutDur), xc_tex(tex) {} CAssetId GetTextureId() const; void SetSteam(float targetAlpha, float alphaInDur, float alphaOutDur, CAssetId txtr, bool affectsThermal); void Update(float dt); float GetAlpha() const { return x20_alpha; } bool AffectsThermal() const { return x28_affectsThermal; } }; class CFailsafeTest { public: enum class EInputState { Jump, StartingJump, Moving }; private: rstl::reserved_vector x0_stateSamples; rstl::reserved_vector x54_posSamples; rstl::reserved_vector x148_velSamples; rstl::reserved_vector x23c_inputSamples; public: void Reset(); void AddSample(EInputState state, const zeus::CVector3f& pos, const zeus::CVector3f& vel, const zeus::CVector2f& input); bool Passes() const; }; EPlayerMovementState x258_movementState = EPlayerMovementState::OnGround; std::vector x25c_ballTransitionsRes; TUniqueId x26c_attachedActor = kInvalidUniqueId; float x270_attachedActorTime = 0.f; CPlayerEnergyDrain x274_energyDrain = CPlayerEnergyDrain(4); float x288_startingJumpTimeout = 0.f; float x28c_sjTimer = 0.f; float x290_minJumpTimeout = 0.f; float x294_jumpCameraTimer = 0.f; u32 x298_jumpPresses = 0; float x29c_fallCameraTimer = 0.f; float x2a0_ = 0.f; bool x2a4_cancelCameraPitch = false; float x2a8_timeSinceJump = 1000.f; ESurfaceRestraints x2ac_surfaceRestraint = ESurfaceRestraints::Normal; u32 x2b0_outOfWaterTicks = 2; rstl::reserved_vector x2b4_accelerationTable; u32 x2d0_curAcceleration = 3; float x2d4_accelerationChangeTimer = 0.f; zeus::CAABox x2d8_fpBounds; float x2f0_ballTransHeight = 0.f; EPlayerCameraState x2f4_cameraState = EPlayerCameraState::FirstPerson; EPlayerMorphBallState x2f8_morphBallState = EPlayerMorphBallState::Unmorphed; EPlayerMorphBallState x2fc_spawnedMorphBallState = EPlayerMorphBallState::Unmorphed; float x300_fallingTime = 0.f; EPlayerOrbitState x304_orbitState = EPlayerOrbitState::NoOrbit; EPlayerOrbitType x308_orbitType = EPlayerOrbitType::Close; EPlayerOrbitRequest x30c_orbitRequest = EPlayerOrbitRequest::Default; TUniqueId x310_orbitTargetId = kInvalidUniqueId; zeus::CVector3f x314_orbitPoint; zeus::CVector3f x320_orbitVector; float x32c_orbitModeTimer = 0.f; EPlayerZoneInfo x330_orbitZoneMode = EPlayerZoneInfo::Targeting; EPlayerZoneType x334_orbitType = EPlayerZoneType::Ellipse; u32 x338_ = 1; TUniqueId x33c_orbitNextTargetId = kInvalidUniqueId; bool m_deferredOrbitObject = false; float x340_ = 0.f; std::vector x344_nearbyOrbitObjects; std::vector x354_onScreenOrbitObjects; std::vector x364_offScreenOrbitObjects; bool x374_orbitLockEstablished = false; float x378_orbitPreventionTimer = 0.f; bool x37c_sidewaysDashing = false; float x380_strafeInputAtDash = 0.f; float x384_dashTimer = 0.f; float x388_dashButtonHoldTime = 0.f; bool x38c_doneSidewaysDashing = false; u32 x390_orbitSource = 2; bool x394_orbitingEnemy = false; float x398_dashSpeedMultiplier = 1.5f; bool x39c_noStrafeDashBlend = false; float x3a0_dashDuration = 0.5f; float x3a4_strafeDashBlendDuration = 0.449f; EPlayerScanState x3a8_scanState = EPlayerScanState::NotScanning; float x3ac_scanningTime = 0.f; float x3b0_curScanTime = 0.f; TUniqueId x3b4_scanningObject = kInvalidUniqueId; EGrappleState x3b8_grappleState = EGrappleState::None; float x3bc_grappleSwingTimer = 0.f; zeus::CVector3f x3c0_grappleSwingAxis = zeus::skRight; float x3cc_ = 0.f; float x3d0_ = 0.f; float x3d4_ = 0.f; float x3d8_grappleJumpTimeout = 0.f; bool x3dc_inFreeLook = false; bool x3dd_lookButtonHeld = false; bool x3de_lookAnalogHeld = false; float x3e0_curFreeLookCenteredTime = 0.f; float x3e4_freeLookYawAngle = 0.f; float x3e8_horizFreeLookAngleVel = 0.f; float x3ec_freeLookPitchAngle = 0.f; float x3f0_vertFreeLookAngleVel = 0.f; TUniqueId x3f4_aimTarget = kInvalidUniqueId; zeus::CVector3f x3f8_targetAimPosition = zeus::skZero3f; TReservedAverage x404_aimTargetAverage; zeus::CVector3f x480_assistedTargetAim = zeus::skZero3f; float x48c_aimTargetTimer = 0.f; std::unique_ptr x490_gun; float x494_gunAlpha = 1.f; EGunHolsterState x498_gunHolsterState = EGunHolsterState::Drawn; float x49c_gunHolsterRemTime; std::unique_ptr x4a0_failsafeTest; TReservedAverage x4a4_moveSpeedAvg; float x4f8_moveSpeed = 0.f; float x4fc_flatMoveSpeed = 0.f; zeus::CVector3f x500_lookDir = x34_transform.basis[1]; zeus::CVector3f x50c_moveDir = x34_transform.basis[1]; zeus::CVector3f x518_leaveMorphDir = x34_transform.basis[1]; zeus::CVector3f x524_lastPosForDirCalc = x34_transform.basis[1]; zeus::CVector3f x530_gunDir = x34_transform.basis[1]; float x53c_timeMoving = 0.f; zeus::CVector3f x540_controlDir = x34_transform.basis[1]; zeus::CVector3f x54c_controlDirFlat = x34_transform.basis[1]; bool x558_wasDamaged = false; float x55c_damageAmt = 0.f; float x560_prevDamageAmt = 0.f; zeus::CVector3f x564_damageLocation; float x570_immuneTimer = 0.f; float x574_morphTime = 0.f; float x578_morphDuration = 0.f; u32 x57c_ = 0; u32 x580_ = 0; int x584_ballTransitionAnim = -1; float x588_alpha = 1.f; float x58c_transitionVel = 0.f; bool x590_ = true; TReservedAverage x594_transisionBeamXfs; TReservedAverage x658_transitionModelXfs; TReservedAverage x71c_transitionModelAlphas; std::vector> x730_transitionModels; float x740_staticTimer = 0.f; float x744_staticOutSpeed = 0.f; float x748_staticInSpeed = 0.f; float x74c_visorStaticAlpha = 1.f; float x750_frozenTimeout = 0.f; s32 x754_iceBreakJumps = 0; float x758_frozenTimeoutBias = 0.f; s32 x75c_additionalIceBreakJumps = 0; bool x760_controlsFrozen = false; float x764_controlsFrozenTimeout = 0.f; std::unique_ptr x768_morphball; std::unique_ptr x76c_cameraBob; CSfxHandle x770_damageLoopSfx; float x774_samusVoiceTimeout = 0.f; CSfxHandle x778_dashSfx; CSfxHandle x77c_samusVoiceSfx; int x780_samusVoicePriority = 0; float x784_damageSfxTimer = 0.f; u16 x788_damageLoopSfxId = 0; float x78c_footstepSfxTimer = 0.f; EFootstepSfx x790_footstepSfxSel = EFootstepSfx::None; zeus::CVector3f x794_lastVelocity; CVisorSteam x7a0_visorSteam = CVisorSteam(0.f, 0.f, 0.f, CAssetId() /*kInvalidAssetId*/); CPlayerState::EPlayerSuit x7cc_transitionSuit = CPlayerState::EPlayerSuit::Invalid; CAnimRes x7d0_animRes; zeus::CVector3f x7d8_beamScale; bool x7e4_ = true; u32 x7e8_ = 0; CPlayerState::EBeamId x7ec_beam = CPlayerState::EBeamId::Power; std::unique_ptr x7f0_ballTransitionBeamModel; zeus::CTransform x7f4_gunWorldXf; float x824_transitionFilterTimer = 0.f; float x828_distanceUnderWater = 0.f; bool x82c_inLava = false; TUniqueId x82e_ridingPlatform = kInvalidUniqueId; TUniqueId x830_playerHint = kInvalidUniqueId; u32 x834_playerHintPriority = 1000; rstl::reserved_vector, 32> x838_playerHints; rstl::reserved_vector x93c_playerHintsToRemove; rstl::reserved_vector x980_playerHintsToAdd; union { struct { bool x9c4_24_visorChangeRequested : 1; bool x9c4_25_showCrosshairs : 1; bool x9c4_26_ : 1; bool x9c4_27_canEnterMorphBall : 1; bool x9c4_28_canLeaveMorphBall : 1; bool x9c4_29_spiderBallControlXY : 1; bool x9c4_30_controlDirOverride : 1; bool x9c4_31_inWaterMovement : 1; bool x9c5_24_ : 1; bool x9c5_25_splashUpdated : 1; bool x9c5_26_ : 1; bool x9c5_27_camSubmerged : 1; bool x9c5_28_slidingOnWall : 1; bool x9c5_29_hitWall : 1; bool x9c5_30_selectFluidBallSound : 1; bool x9c5_31_stepCameraZBiasDirty : 1; bool x9c6_24_extendTargetDistance : 1; bool x9c6_25_interpolatingControlDir : 1; bool x9c6_26_outOfBallLookAtHint : 1; bool x9c6_27_aimingAtProjectile : 1; bool x9c6_28_aligningGrappleSwingTurn : 1; bool x9c6_29_disableInput : 1; bool x9c6_30_newScanScanning : 1; bool x9c6_31_overrideRadarRadius : 1; bool x9c7_24_noDamageLoopSfx : 1; bool x9c7_25_outOfBallLookAtHintActor : 1; }; u32 _dummy = 0; }; float x9c8_eyeZBias = 0.f; float x9cc_stepCameraZBias = 0.f; u32 x9d0_bombJumpCount = 0; s32 x9d4_bombJumpCheckDelayFrames = 0; zeus::CVector3f x9d8_controlDirOverrideDir = zeus::skForward; rstl::reserved_vector x9e4_orbitDisableList; float x9f4_deathTime = 0.f; float x9f8_controlDirInterpTime = 0.f; float x9fc_controlDirInterpDur = 0.f; TUniqueId xa00_deathPowerBomb = kInvalidUniqueId; float xa04_preThinkDt = 0.f; CAssetId xa08_steamTextureId; CAssetId xa0c_iceTextureId; u32 xa10_phazonCounter = 0; float xa14_phazonCameraShakeTimer = 0.f; float xa18_phazonDamageLag = 0.f; float xa1c_threatOverride = 0.f; float xa20_radarXYRadiusOverride = 1.f; float xa24_radarZRadiusOverride = 1.f; float xa28_attachedActorStruggle = 0.f; int xa2c_damageLoopSfxDelayTicks = 2; float xa30_samusExhaustedVoiceTimer = 4.f; void StartLandingControlFreeze(); void EndLandingControlFreeze(); void ProcessFrozenInput(float dt, CStateManager& mgr); bool CheckSubmerged() const; void UpdateSubmerged(CStateManager& mgr); void InitializeBallTransition(); float UpdateCameraBob(float dt, CStateManager& mgr); float GetAcceleration() const; float CalculateOrbitMinDistance(EPlayerOrbitType type) const; public: CPlayer(TUniqueId uid, const zeus::CTransform& xf, const zeus::CAABox& aabb, CAssetId resId, const zeus::CVector3f& playerScale, float mass, float stepUp, float stepDown, float ballRadius, const CMaterialList& ml); bool IsTransparent() const; bool GetControlsFrozen() const { return x760_controlsFrozen; } float GetTransitionAlpha(const zeus::CVector3f& camPos, float zNear) const; s32 ChooseTransitionToAnimation(float dt, CStateManager& mgr) const; void TransitionToMorphBallState(float dt, CStateManager& mgr); void TransitionFromMorphBallState(CStateManager& mgr); s32 GetNextBallTransitionAnim(float dt, bool& loopOut, CStateManager& mgr); void UpdateMorphBallTransition(float dt, CStateManager& mgr); void UpdateGunAlpha(); void UpdatePlayerSounds(float dt); void Update(float, CStateManager& mgr); void PostUpdate(float, CStateManager& mgr); bool StartSamusVoiceSfx(u16 sfx, float vol, int prio); bool IsPlayerDeadEnough() const; void AsyncLoadSuit(CStateManager& mgr); void LoadAnimationTokens(); bool HasTransitionBeamModel() const; bool CanRenderUnsorted(const CStateManager& mgr) const; const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& v1, const zeus::CVector3f& v2, const CDamageInfo& info) const; const CDamageVulnerability* GetDamageVulnerability() const; zeus::CVector3f GetHomingPosition(const CStateManager& mgr, float) const; zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const; void FluidFXThink(CActor::EFluidState, CScriptWater& water, CStateManager& mgr); zeus::CVector3f GetDamageLocationWR() const { return x564_damageLocation; } float GetPrevDamageAmount() const { return x560_prevDamageAmt; } float GetDamageAmount() const { return x55c_damageAmt; } bool WasDamaged() const { return x558_wasDamaged; } void TakeDamage(bool, const zeus::CVector3f&, float, EWeaponType, CStateManager& mgr); void Accept(IVisitor& visitor); CHealthInfo* HealthInfo(CStateManager& mgr); bool IsUnderBetaMetroidAttack(CStateManager& mgr) const; std::optional GetTouchBounds() const; void Touch(CActor& actor, CStateManager& mgr); void DoPreThink(float dt, CStateManager& mgr); void DoThink(float dt, CStateManager& mgr); void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float); bool ValidateScanning(const CFinalInput& input, CStateManager& mgr); void FinishNewScan(CStateManager& mgr); void SetScanningState(EPlayerScanState, CStateManager& mgr); void SetSpawnedMorphBallState(EPlayerMorphBallState, CStateManager&); bool GetExplorationMode() const; bool GetCombatMode() const; void RenderGun(const CStateManager& mgr, const zeus::CVector3f&) const; void Render(const CStateManager& mgr) const; void RenderReflectedPlayer(CStateManager& mgr); void PreRender(CStateManager& mgr, const zeus::CFrustum&); void CalculateRenderBounds(); void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const; void ComputeFreeLook(const CFinalInput& input); void UpdateFreeLookState(const CFinalInput&, float dt, CStateManager&); void UpdateFreeLook(float dt); float GetMaximumPlayerPositiveVerticalVelocity(CStateManager&) const; void ProcessInput(const CFinalInput&, CStateManager&); bool ShouldSampleFailsafe(CStateManager& mgr) const; void CalculateLeaveMorphBallDirection(const CFinalInput& input); void CalculatePlayerControlDirection(CStateManager& mgr); void CalculatePlayerMovementDirection(float dt); void UnFreeze(CStateManager& stateMgr); void Freeze(CStateManager& stateMgr, CAssetId steamTxtr, u16 sfx, CAssetId iceTxtr); bool GetFrozenState() const; void UpdateFrozenState(const CFinalInput& input, CStateManager& mgr); void UpdateStepCameraZBias(float dt); void UpdateWaterSurfaceCameraBias(CStateManager& mgr); void UpdatePhazonCameraShake(float dt, CStateManager& mgr); void UpdatePhazonDamage(float dt, CStateManager& mgr); void ResetPlayerHintState(); bool SetAreaPlayerHint(const CScriptPlayerHint& hint, CStateManager& mgr); void AddToPlayerHintRemoveList(TUniqueId id, CStateManager& mgr); void AddToPlayerHintAddList(TUniqueId id, CStateManager& mgr); void DeactivatePlayerHint(TUniqueId id, CStateManager& mgr); void UpdatePlayerHints(CStateManager& mgr); void UpdateBombJumpStuff(); void UpdateTransitionFilter(float dt, CStateManager& mgr); void ResetControlDirectionInterpolation(); void SetControlDirectionInterpolation(float time); void UpdatePlayerControlDirection(float dt, CStateManager& mgr); void Think(float, CStateManager&); void PreThink(float, CStateManager&); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); void SetVisorSteam(float, float, float, CAssetId, bool); void UpdateFootstepSounds(const CFinalInput& input, CStateManager&, float); u16 GetMaterialSoundUnderPlayer(CStateManager& mgr, const u16*, u32, u16); static u16 SfxIdFromMaterial(const CMaterialList&, const u16*, u32, u16); void UpdateCrosshairsState(const CFinalInput&); void UpdateVisorTransition(float, CStateManager& mgr); void UpdateVisorState(const CFinalInput&, float, CStateManager& mgr); void UpdateGunState(const CFinalInput&, CStateManager& mgr); void ResetGun(CStateManager& mgr); void UpdateArmAndGunTransforms(float dt, CStateManager& mgr); void ForceGunOrientation(const zeus::CTransform&, CStateManager& mgr); void UpdateCameraState(CStateManager& mgr); void UpdateDebugCamera(CStateManager& mgr); void UpdateCameraTimers(float dt, const CFinalInput& input); void UpdateMorphBallState(float dt, const CFinalInput&, CStateManager& mgr); CFirstPersonCamera& GetFirstPersonCamera(CStateManager& mgr); void UpdateGunTransform(const zeus::CVector3f&, CStateManager& mgr); void UpdateAssistedAiming(const zeus::CTransform& xf, const CStateManager& mgr); void UpdateAimTargetPrediction(const zeus::CTransform& xf, const CStateManager& mgr); void ResetAimTargetPrediction(TUniqueId target); void DrawGun(CStateManager& mgr); void HolsterGun(CStateManager& mgr); EPlayerCameraState GetCameraState() const { return x2f4_cameraState; } EPlayerMorphBallState GetMorphballTransitionState() const { return x2f8_morphBallState; } EGunHolsterState GetGunHolsterState() const { return x498_gunHolsterState; } EPlayerMovementState GetPlayerMovementState() const { return x258_movementState; } bool IsMorphBallTransitioning() const; void UpdateGrappleArmTransform(const zeus::CVector3f&, CStateManager& mgr, float); float GetGravity() const; void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float); bool ValidateFPPosition(const zeus::CVector3f& pos, CStateManager& mgr); void UpdateGrappleState(const CFinalInput& input, CStateManager& mgr); void ApplyGrappleJump(CStateManager& mgr); void BeginGrapple(zeus::CVector3f&, CStateManager& mgr); void BreakGrapple(EPlayerOrbitRequest, CStateManager& mgr); void SetOrbitRequest(EPlayerOrbitRequest req, CStateManager& mgr); void SetOrbitRequestForTarget(TUniqueId id, EPlayerOrbitRequest req, CStateManager& mgr); bool InGrappleJumpCooldown() const; void PreventFallingCameraPitch(); void OrbitCarcass(CStateManager&); void OrbitPoint(EPlayerOrbitType, CStateManager& mgr); zeus::CVector3f GetHUDOrbitTargetPosition() const; void SetOrbitState(EPlayerOrbitState, CStateManager& mgr); void SetOrbitTargetId(TUniqueId, CStateManager& mgr); void UpdateOrbitPosition(float, CStateManager& mgr); void UpdateOrbitZPosition(); void UpdateOrbitFixedPosition(); void SetOrbitPosition(float, CStateManager& mgr); void UpdateAimTarget(CStateManager& mgr); void UpdateAimTargetTimer(float); bool ValidateAimTargetId(TUniqueId, CStateManager& mgr); bool ValidateObjectForMode(TUniqueId, CStateManager& mgr) const; TUniqueId FindAimTargetId(CStateManager& mgr); TUniqueId GetAimTarget() const { return x3f4_aimTarget; } TUniqueId CheckEnemiesAgainstOrbitZone(const rstl::reserved_vector&, EPlayerZoneInfo, EPlayerZoneType, CStateManager& mgr) const; TUniqueId FindOrbitTargetId(CStateManager& mgr); void UpdateOrbitableObjects(CStateManager& mgr); TUniqueId FindBestOrbitableObject(const std::vector&, EPlayerZoneInfo, CStateManager& mgr) const; void FindOrbitableObjects(const rstl::reserved_vector&, std::vector&, EPlayerZoneInfo, EPlayerZoneType, CStateManager& mgr, bool) const; bool WithinOrbitScreenBox(const zeus::CVector3f&, EPlayerZoneInfo, EPlayerZoneType) const; bool WithinOrbitScreenEllipse(const zeus::CVector3f&, EPlayerZoneInfo) const; bool CheckOrbitDisableSourceList(CStateManager& mgr); bool CheckOrbitDisableSourceList() const { return !x9e4_orbitDisableList.empty(); } void RemoveOrbitDisableSource(TUniqueId); void AddOrbitDisableSource(CStateManager& mgr, TUniqueId); void UpdateOrbitPreventionTimer(float); void UpdateOrbitModeTimer(float); void UpdateOrbitZone(CStateManager& mgr); void UpdateOrbitInput(const CFinalInput& input, CStateManager& mgr); void ActivateOrbitSource(CStateManager& mgr); void UpdateOrbitSelection(const CFinalInput& input, CStateManager& mgr); void UpdateOrbitOrientation(CStateManager& mgr); void UpdateOrbitTarget(CStateManager& mgr); float GetOrbitMaxLockDistance(CStateManager& mgr) const; float GetOrbitMaxTargetDistance(CStateManager& mgr) const; EOrbitValidationResult ValidateOrbitTargetId(TUniqueId uid, CStateManager& mgr) const; EOrbitValidationResult ValidateCurrentOrbitTargetId(CStateManager& mgr); bool ValidateOrbitTargetIdAndPointer(TUniqueId, CStateManager& mgr) const; zeus::CVector3f GetBallPosition() const; zeus::CVector3f GetEyePosition() const; float GetEyeHeight() const; float GetUnbiasedEyeHeight() const; float GetStepUpHeight() const; float GetStepDownHeight() const; void Teleport(const zeus::CTransform& xf, CStateManager& mgr, bool resetBallCam); void BombJump(const zeus::CVector3f& pos, CStateManager& mgr); zeus::CTransform CreateTransformFromMovementDirection() const; const CCollisionPrimitive* GetCollisionPrimitive() const; const CCollidableSphere* GetCollidableSphere() const; zeus::CTransform GetPrimitiveTransform() const; void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr); float GetBallMaxVelocity() const; float GetActualBallMaxVelocity(float dt) const; float GetActualFirstPersonMaxVelocity(float dt) const; void SetMoveState(EPlayerMovementState, CStateManager& mgr); float JumpInput(const CFinalInput& input, CStateManager& mgr); float TurnInput(const CFinalInput& input) const; float StrafeInput(const CFinalInput& input) const; float ForwardInput(const CFinalInput& input, float) const; zeus::CVector3f CalculateLeftStickEdgePosition(float strafeInput, float forwardInput) const; bool SidewaysDashAllowed(float strafeInput, float forwardInput, const CFinalInput& input, CStateManager& mgr) const; void FinishSidewaysDash(); void ComputeDash(const CFinalInput& input, float dt, CStateManager& mgr); void ComputeMovement(const CFinalInput& input, CStateManager& mgr, float dt); float GetWeight() const; zeus::CVector3f GetDampedClampedVelocityWR() const; const CVisorSteam& GetVisorSteam() const { return x7a0_visorSteam; } float GetVisorStaticAlpha() const { return x74c_visorStaticAlpha; } float GetGunAlpha() const { return x494_gunAlpha; } const CScriptWater* GetVisorRunoffEffect(const CStateManager& mgr) const; void SetMorphBallState(EPlayerMorphBallState state, CStateManager& mgr); bool CanLeaveMorphBallState(CStateManager& mgr, zeus::CVector3f& pos) const; void SetHudDisable(float staticTimer, float outSpeed, float inSpeed); void SetIntoBallReadyAnimation(CStateManager& mgr); void LeaveMorphBallState(CStateManager& mgr); bool CanEnterMorphBallState(CStateManager& mgr, float f1) const; void EnterMorphBallState(CStateManager& mgr); void ActivateMorphBallCamera(CStateManager& mgr); void UpdateCinematicState(CStateManager& mgr); void SetCameraState(EPlayerCameraState camState, CStateManager& stateMgr); bool IsEnergyLow(const CStateManager& mgr) const; EPlayerOrbitState GetOrbitState() const { return x304_orbitState; } EPlayerScanState GetScanningState() const { return x3a8_scanState; } float GetScanningTime() const { return x3ac_scanningTime; } TUniqueId GetOrbitTargetId() const { return x310_orbitTargetId; } TUniqueId GetOrbitNextTargetId() const { return x33c_orbitNextTargetId; } TUniqueId GetScanningObjectId() const { return x3b4_scanningObject; } EGrappleState GetGrappleState() const { return x3b8_grappleState; } bool IsNewScanScanning() const { return x9c6_30_newScanScanning; } float GetThreatOverride() const { return xa1c_threatOverride; } bool IsOverrideRadarRadius() const { return x9c6_31_overrideRadarRadius; } float GetRadarXYRadiusOverride() const { return xa20_radarXYRadiusOverride; } float GetRadarZRadiusOverride() const { return xa24_radarZRadiusOverride; } bool ObjectInScanningRange(TUniqueId id, const CStateManager& mgr) const; float GetMorphTime() const { return x574_morphTime; } float GetMorphDuration() const { return x578_morphDuration; } float GetMorphFactor() const { if (0.f != x578_morphDuration) return zeus::clamp(0.f, x574_morphTime / x578_morphDuration, 1.f); return 0.f; } bool IsInFreeLook() const { return x3dc_inFreeLook; } bool GetFreeLookStickState() const { return x3de_lookAnalogHeld; } CPlayerGun* GetPlayerGun() const { return x490_gun.get(); } CMorphBall* GetMorphBall() const { return x768_morphball.get(); } CPlayerCameraBob* GetCameraBob() const { return x76c_cameraBob.get(); } float GetStaticTimer() const { return x740_staticTimer; } float GetDeathTime() const { return x9f4_deathTime; } const CPlayerEnergyDrain& GetEnergyDrain() const { return x274_energyDrain; } EPlayerZoneInfo GetOrbitZone() const { return x330_orbitZoneMode; } EPlayerZoneType GetOrbitType() const { return x334_orbitType; } const zeus::CTransform& GetFirstPersonCameraTransform(const CStateManager& mgr) const; const std::vector& GetNearbyOrbitObjects() const { return x344_nearbyOrbitObjects; } const std::vector& GetOnScreenOrbitObjects() const { return x354_onScreenOrbitObjects; } const std::vector& GetOffScreenOrbitObjects() const { return x364_offScreenOrbitObjects; } void SetPlayerHitWallDuringMove(); float GetTimeSinceJump() const { return x2a8_timeSinceJump; } void ResetTimeSinceJump() { x2a8_timeSinceJump = 1000.f; } ESurfaceRestraints GetCurrentSurfaceRestraint() const { return x2ac_surfaceRestraint; } ESurfaceRestraints GetSurfaceRestraint() const { return x2b0_outOfWaterTicks == 2 ? GetCurrentSurfaceRestraint() : ESurfaceRestraints::Water; } void DecrementPhazon(); void IncrementPhazon(); void ApplySubmergedPitchBend(CSfxHandle& sfx); void DetachActorFromPlayer(); bool AttachActorToPlayer(TUniqueId id, bool disableGun); TUniqueId GetAttachedActor() const { return x26c_attachedActor; } float GetAttachedActorStruggle() const { return xa28_attachedActorStruggle; } float GetDistanceUnderWater() const { return x828_distanceUnderWater; } TUniqueId GetRidingPlatformId() const { return x82e_ridingPlatform; } const zeus::CVector3f& GetLastVelocity() const { return x794_lastVelocity; } const zeus::CVector3f& GetMoveDir() const { return x50c_moveDir; } const zeus::CVector3f& GetLeaveMorphDir() const { return x518_leaveMorphDir; } u32 GetBombJumpCount() const { return x9d0_bombJumpCount; } float GetMoveSpeed() const { return x4f8_moveSpeed; } EPlayerOrbitRequest GetOrbitRequest() const { return x30c_orbitRequest; } bool IsShowingCrosshairs() const { return x9c4_25_showCrosshairs; } bool IsSidewaysDashing() const { return x37c_sidewaysDashing; } void Set_X590(bool b) { x590_ = b; } const zeus::CVector3f& GetOrbitPoint() const { return x314_orbitPoint; } float GetAverageSpeed() const; bool IsInWaterMovement() const { return x9c4_31_inWaterMovement; } }; } // namespace urde