#pragma once #include "Runtime/RetroTypes.hpp" #include "Runtime/Character/CBodyStateCmdMgr.hpp" #include "Runtime/Character/CharacterCommon.hpp" namespace urde { class CActor; class CBodyController; class CStateManager; class CAdditiveBodyState { public: virtual ~CAdditiveBodyState() = default; virtual bool ApplyHeadTracking() const { return true; } virtual bool CanShoot() const { return true; } virtual void Start(CBodyController& bc, CStateManager& mgr) = 0; virtual pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) = 0; virtual void Shutdown(CBodyController& bc) = 0; }; class CABSAim : public CAdditiveBodyState { bool x4_needsIdle = false; s32 x8_anims[4]; float x18_angles[4]; float x28_hWeight = 0.f; float x2c_hWeightVel = 0.f; float x30_vWeight = 0.f; float x34_vWeightVel = 0.f; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const; public: void Start(CBodyController& bc, CStateManager& mgr) override; pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override; void Shutdown(CBodyController& bc) override; }; class CABSFlinch : public CAdditiveBodyState { float x4_weight = 1.f; u32 x8_anim = 0; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const; public: void Start(CBodyController& bc, CStateManager& mgr) override; pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override; void Shutdown(CBodyController& bc) override {} }; class CABSIdle : public CAdditiveBodyState { pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const; public: void Start(CBodyController& bc, CStateManager& mgr) override {} pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override; void Shutdown(CBodyController& bc) override {} }; class CABSReaction : public CAdditiveBodyState { float x4_weight = 1.f; s32 x8_anim = -1; pas::EAdditiveReactionType xc_type = pas::EAdditiveReactionType::Invalid; bool x10_active = false; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const; void StopAnimation(CBodyController& bc); public: void Start(CBodyController& bc, CStateManager& mgr) override; pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override; void Shutdown(CBodyController& bc) override { StopAnimation(bc); } }; } // namespace urde