mirror of https://github.com/AxioDL/metaforce.git
104 lines
4.6 KiB
C++
104 lines
4.6 KiB
C++
#pragma once
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#include "Runtime/Character/CBoneTracking.hpp"
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#include "Runtime/Weapon/CFlameInfo.hpp"
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#include "Runtime/World/CPatterned.hpp"
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namespace urde {
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class CCollisionActorManager;
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class CSkinnedModel;
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class CWeaponDescription;
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namespace MP1 {
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class CMagdolite : public CPatterned {
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private:
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float x568_initialDelay;
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float x56c_minDelay;
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float x570_maxDelay;
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float x574_minHp;
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float x578_losMaxDistance;
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float x57c_;
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std::unique_ptr<CCollisionActorManager> x580_collisionManager;
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CBoneTracking x584_boneTracker;
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CDamageVulnerability x5bc_instaKillVulnerability;
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CDamageVulnerability x624_normalVulnerability;
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// CRefData* x68c_;
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TLockedToken<CSkinnedModel> x690_headlessModel;
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rstl::reserved_vector<TUniqueId, 4> x69c_;
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CFlameInfo x6a8_flameInfo;
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TUniqueId x6c8_flameThrowerId = kInvalidUniqueId;
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TLockedToken<CWeaponDescription> x6cc_flameThrowerDesc; // was TToken<CWeaponDescription>
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CDamageInfo x6d4_flameThrowerDamage;
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CDamageInfo x6f0_headContactDamage;
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float x70c_curHealth = 0.f; // not init in ctr
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zeus::CVector3f x710_attackOffset;
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zeus::CVector3f x71c_attackTarget;
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zeus::CVector3f x728_cachedTarget;
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float x734_ = 0.f;
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float x738_ = 0.f;
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float x73c_ = 0.f;
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float x740_ = 0.f;
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float x744_;
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float x748_;
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float x74c_;
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u32 x750_aiStage = 0;
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bool x754_24_retreat : 1 = false;
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bool x754_25_up : 1 = false;
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bool x754_26_lostMyHead : 1 = false;
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bool x754_27_flameThrowerActive : 1 = false;
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bool x754_28_alert : 1 = false;
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bool x754_29_useDetectionRange : 1 = true;
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bool x754_30_inProjectileAttack : 1 = false;
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float x758_ = 0.f;
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void ApplyContactDamage(TUniqueId uid, CStateManager& mgr);
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void SetupCollisionActors(CStateManager& mgr);
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void CreateFlameThrower(CStateManager& mgr);
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void LaunchFlameThrower(CStateManager& mgr, bool fire);
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void UpdateOrientation(CStateManager& mgr);
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TUniqueId FindSuitableTarget(CStateManager& mgr, EScriptObjectState state, EScriptObjectMessage msg);
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public:
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DEFINE_PATTERNED(Magdolite);
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CMagdolite(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const CPatternedInfo& pInfo, const CActorParameters& actParms, float f1, float f2,
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const CDamageInfo& dInfo1, const CDamageInfo& dInfo2, const CDamageVulnerability& dVuln1,
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const CDamageVulnerability& dVuln2, CAssetId modelId, CAssetId skinId, float f3, float f4, float f5,
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float f6, const CFlameInfo& magData, float f7, float f8, float f9);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
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void Think(float dt, CStateManager& mgr) override;
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void Touch(CActor& actor, CStateManager& mgr) override {}
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const CDamageVulnerability* GetDamageVulnerability() const override {
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return x400_25_alive ? CAi::GetDamageVulnerability() : &CDamageVulnerability::ImmuneVulnerabilty();
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}
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const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f&, const zeus::CVector3f&,
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const CDamageInfo&) const override {
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return GetDamageVulnerability();
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}
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override;
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void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state) override;
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void FluidFXThink(EFluidState state, CScriptWater& water, CStateManager& mgr) override;
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void SelectTarget(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Generate(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Deactivate(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Attack(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Active(CStateManager& mgr, EStateMsg msg, float arg) override;
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void InActive(CStateManager& mgr, EStateMsg msg, float arg) override;
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void GetUp(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Taunt(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Lurk(CStateManager& mgr, EStateMsg msg, float arg) override;
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void ProjectileAttack(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Flinch(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Retreat(CStateManager& mgr, EStateMsg msg, float arg) override;
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bool InAttackPosition(CStateManager& mgr, float arg) override;
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bool Leash(CStateManager& mgr, float arg) override;
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bool HasAttackPattern(CStateManager& mgr, float arg) override;
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bool LineOfSight(CStateManager& mgr, float arg) override;
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bool ShouldRetreat(CStateManager& mgr, float arg) override;
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};
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} // namespace MP1
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} // namespace urde
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