#pragma once #include "World/CPatterned.hpp" #include "Weapon/CProjectileInfo.hpp" #include "Character/CBoneTracking.hpp" #include "Character/CIkChain.hpp" #include "Character/CRagDoll.hpp" #include "World/CPathFindSearch.hpp" #include "Weapon/CBurstFire.hpp" namespace urde::MP1 { class CSpacePirate; class CPirateRagDoll : public CRagDoll { CSpacePirate* x6c_spacePirate; u16 x70_thudSfx; float x74_sfxTimer = 0.f; zeus::CVector3f x78_lastSFXPos; zeus::CVector3f x84_torsoImpulse; rstl::reserved_vector x90_waypoints; rstl::reserved_vector x9c_wpParticleIdxs; bool xb0_24_initSfx : 1; public: CPirateRagDoll(CStateManager& mgr, CSpacePirate* sp, u16 thudSfx, u32 flags); void PreRender(const zeus::CVector3f& v, CModelData& mData); void Update(CStateManager& mgr, float dt, float waterTop); void Prime(CStateManager& mgr, const zeus::CTransform& xf, CModelData& mData); }; class CSpacePirate : public CPatterned { friend class CPirateRagDoll; public: DEFINE_PATTERNED(SpacePirate) private: class CSpacePirateData { friend class CSpacePirate; float x0_; float x4_; float x8_; float xc_; float x10_; float x14_hearNoiseRange; u32 x18_flags; bool x1c_; CProjectileInfo x20_mainProjectileInfo; u16 x48_; CDamageInfo x4c_; float x68_; CProjectileInfo x6c_; float x94_; u16 x98_ragdollThudSfx; float x9c_averageNextShotTime; float xa0_nextShotTimeVariation; u16 xa4_; float xa8_aimDelayTime; u32 xac_firstBurstCount; float xb0_minCloakAlpha; float xb4_maxCloakAlpha; float xb8_; float xbc_; u16 xc0_; u16 xc2_; float xc4_; float xc8_; public: CSpacePirateData(CInputStream&, u32); }; CSpacePirateData x568_pirateData; union { struct { bool x634_24_pendingAmbush : 1; bool x634_25_ceilingAmbush : 1; bool x634_26_ : 1; bool x634_27_melee : 1; bool x634_28_ : 1; bool x634_29_onlyAttackInRange : 1; bool x634_30_ : 1; bool x634_31_ : 1; bool x635_24_ : 1; bool x635_25_ : 1; bool x635_26_ : 1; bool x635_27_shadowPirate : 1; bool x635_28_ : 1; bool x635_29_ : 1; bool x635_30_ragdollKeepAlive : 1; bool x635_31_ragdollNoAiCollision : 1; bool x636_24_trooper : 1; bool x636_25_hearNoise : 1; bool x636_26_ : 1; bool x636_27_ : 1; bool x636_28_ : 1; bool x636_29_ : 1; bool x636_30_ : 1; bool x636_31_ : 1; bool x637_24_ : 1; bool x637_25_ : 1; bool x637_26_hearPlayerFire : 1; bool x637_27_inProjectilePath : 1; bool x637_28_ : 1; bool x637_29_ : 1; bool x637_30_ : 1; bool x637_31_prevInCineCam : 1; bool x638_24_pendingFrenzyChance : 1; bool x638_25_ : 1; bool x638_26_ : 1; bool x638_27_ : 1; bool x638_28_ : 1; bool x638_29_ : 1; bool x638_30_ragdollOver : 1; bool x638_31_ : 1; bool x639_24_ : 1; bool x639_25_ : 1; bool x639_26_ : 1; bool x639_27_ : 1; bool x639_28_ : 1; bool x639_29_ : 1; bool x639_30_ : 1; bool x639_31_ : 1; bool x63a_24_ : 1; }; u64 _dummy = 0; }; s32 x63c_frenzyFrames = 0; TUniqueId x640_ = kInvalidUniqueId; TUniqueId x642_ = kInvalidUniqueId; float x644_ = 1.f; zeus::CVector3f x648_ = zeus::CVector3f::skForward; zeus::CVector3f x654_; CPathFindSearch x660_pathFindSearch; float x744_ = 0.f; float x748_ = 0.f; u32 x74c_ = 0; float x750_initialHP; float x754_ = 0.f; CSegId x758_headSeg; u32 x75c_ = 0; s32 x760_ = -1; CBoneTracking x764_boneTracking; s32 x79c_ = -1; float x7a4_intoJumpDist = 1.f; float x7a8_ = 2.f; float x7ac_ = 0.f; u32 x7b0_ = 0; TUniqueId x7b4_ = kInvalidUniqueId; CSegId x7b6_gunSeg; CSegId x7b7_elbowSeg; CSegId x7b8_wristSeg; CSegId x7b9_swooshSeg; float x7bc_ = 1.f; TUniqueId x7c0_targetId = kInvalidUniqueId; CBurstFire x7c4_burstFire; float x824_ = 3.f; zeus::CVector3f x828_; s32 x834_ = -1; float x838_ = 0.f; s32 x83c_ = -1; TUniqueId x840_ = kInvalidUniqueId; s32 x844_ = -1; float x848_dodgeDist = 3.f; float x84c_breakDodgeDist = 3.f; float x850_timeSinceHitByPlayer = FLT_MAX; float x854_lowHealthFrenzyTimer = FLT_MAX; float x858_ragdollDelayTimer = 0.f; std::unique_ptr x85c_ragDoll; CIkChain x860_ikChain; float x8a8_cloakDelayTimer = 0.f; float x8ac_electricParticleTimer = 0.f; float x8b0_cloakStepTime = 0.f; float x8b4_shadowPirateAlpha = 0.5f; float x8b8_minCloakAlpha; float x8bc_maxCloakAlpha; float x8c0_; float x8c4_aimDelayTimer; TUniqueId x8c8_teamAiMgrId = kInvalidUniqueId; zeus::CColor x8cc_trooperColor = zeus::CColor::skWhite; zeus::CVector2f x8d0_; float x8d8_ = 0.f; float x8dc_ = 0.f; static const SBurst skBurstsSeatedOOV[]; static const SBurst skBurstsInjuredOOV[]; static const SBurst skBurstsJumpingOOV[]; static const SBurst skBurstsFrenziedOOV[]; static const SBurst skBurstsStandardOOV[]; static const SBurst skBurstsQuickOOV[]; static const SBurst skBurstsSeated[]; static const SBurst skBurstsInjured[]; static const SBurst skBurstsJumping[]; static const SBurst skBurstsFrenzied[]; static const SBurst skBurstsStandard[]; static const SBurst skBurstsQuick[]; static const SBurst* skBursts[]; static std::list mChargePlayerList; void UpdateCloak(float dt, CStateManager& mgr); bool ShouldFrenzy(CStateManager& mgr); void ResetTeamAiRole(CStateManager& mgr); bool CheckTargetable(CStateManager& mgr); void FireProjectile(float dt, CStateManager& mgr); void UpdateAttacks(float dt, CStateManager& mgr); zeus::CVector3f GetTargetPos(CStateManager& mgr); void UpdateAimBodyState(float dt, CStateManager& mgr); void SetCinematicCollision(CStateManager& mgr); void SetNonCinematicCollision(CStateManager& mgr); void CheckForProjectiles(CStateManager& mgr); public: CSpacePirate(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&, const CActorParameters&, const CPatternedInfo&, CInputStream&, u32); void Accept(IVisitor &visitor); void Think(float dt, CStateManager& mgr); void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr); void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum); void Render(const CStateManager& mgr) const; void CalculateRenderBounds(); void Touch(CActor& other, CStateManager& mgr); zeus::CAABox GetSortingBounds(const CStateManager& mgr) const; void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt); void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state); void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type, bool inDeferred, float magnitude); bool IsListening() const; bool Listen(const zeus::CVector3f&, EListenNoiseType); zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role) const; void Patrol(CStateManager&, EStateMsg, float); void Dead(CStateManager&, EStateMsg, float); void PathFind(CStateManager&, EStateMsg, float); void TargetPatrol(CStateManager&, EStateMsg, float); void TargetCover(CStateManager&, EStateMsg, float); void Halt(CStateManager&, EStateMsg, float); void Run(CStateManager&, EStateMsg, float); void Generate(CStateManager&, EStateMsg, float); void Deactivate(CStateManager&, EStateMsg, float); void Attack(CStateManager&, EStateMsg, float); void JumpBack(CStateManager&, EStateMsg, float); void DoubleSnap(CStateManager&, EStateMsg, float); void Shuffle(CStateManager&, EStateMsg, float); void TurnAround(CStateManager&, EStateMsg, float); void Skid(CStateManager&, EStateMsg, float); void CoverAttack(CStateManager&, EStateMsg, float); void Crouch(CStateManager&, EStateMsg, float); void GetUp(CStateManager&, EStateMsg, float); void Taunt(CStateManager&, EStateMsg, float); void Flee(CStateManager&, EStateMsg, float); void Lurk(CStateManager&, EStateMsg, float); void Jump(CStateManager&, EStateMsg, float); void Dodge(CStateManager&, EStateMsg, float); void Cover(CStateManager&, EStateMsg, float); void Approach(CStateManager&, EStateMsg, float); void WallHang(CStateManager&, EStateMsg, float); void WallDetach(CStateManager&, EStateMsg, float); void Enraged(CStateManager&, EStateMsg, float); void SpecialAttack(CStateManager&, EStateMsg, float); void Bounce(CStateManager&, EStateMsg, float); void PathFindEx(CStateManager&, EStateMsg, float); bool Leash(CStateManager&, float); bool OffLine(CStateManager&, float); bool Attacked(CStateManager&, float); bool InRange(CStateManager&, float); bool SpotPlayer(CStateManager&, float); bool PatternOver(CStateManager&, float); bool PatternShagged(CStateManager&, float); bool AnimOver(CStateManager&, float); bool ShouldAttack(CStateManager&, float); bool ShouldJumpBack(CStateManager&, float); bool Stuck(CStateManager&, float); bool Landed(CStateManager&, float); bool HearShot(CStateManager&, float); bool HearPlayer(CStateManager&, float); bool CoverCheck(CStateManager&, float); bool CoverFind(CStateManager&, float); bool CoverBlown(CStateManager&, float); bool CoverNearlyBlown(CStateManager&, float); bool CoveringFire(CStateManager&, float); bool LineOfSight(CStateManager&, float); bool AggressionCheck(CStateManager&, float); bool ShouldDodge(CStateManager&, float); bool ShouldRetreat(CStateManager&, float); bool ShouldCrouch(CStateManager&, float); bool ShouldMove(CStateManager&, float); bool ShotAt(CStateManager&, float); bool HasTargetingPoint(CStateManager&, float); bool ShouldWallHang(CStateManager&, float); bool StartAttack(CStateManager&, float); bool BreakAttack(CStateManager&, float); bool ShouldStrafe(CStateManager&, float); bool ShouldSpecialAttack(CStateManager&, float); bool LostInterest(CStateManager&, float); bool BounceFind(CStateManager&, float); CPathFindSearch* GetSearchPath(); u8 GetModelAlphau8(const CStateManager& mgr) const; float GetGravityConstant() const; CProjectileInfo* GetProjectileInfo(); }; }