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metaforce/Runtime/Weapon/CEnergyProjectile.hpp
Lioncash cabbfcc320 CActor: Make AddToRenderer() non-const
This member function alters instance state in a few implementations, so
it shouldn't be made const.

The state manager parameter also shouldn't be const. Retrieved data
from the post constructed instance is further modified in some
implementations. This removes the constness on this parameter in order
to fix more const_cast usages in a follow-up change.
2020-04-06 00:52:10 -04:00

51 lines
2.0 KiB
C++

#pragma once
#include "CGameProjectile.hpp"
#include "Camera/CCameraShakeData.hpp"
namespace urde {
class CEnergyProjectile : public CGameProjectile {
CSfxHandle x2e8_sfx;
zeus::CVector3f x2ec_dir;
float x2f8_mag;
CCameraShakeData x2fc_camShake;
union {
struct {
bool x3d0_24_dead : 1;
bool x3d0_25_ : 1;
bool x3d0_26_ : 1;
bool x3d0_27_camShakeDirty : 1;
};
u32 _dummy = 0;
};
float x3d4_curTime = 0.f;
void StopProjectile(CStateManager& mgr);
public:
CEnergyProjectile(bool active, const TToken<CWeaponDescription>& desc, EWeaponType type, const zeus::CTransform& xf,
EMaterialTypes excludeMat, const CDamageInfo& damage, TUniqueId uid, TAreaId aid, TUniqueId owner,
TUniqueId homingTarget, EProjectileAttrib attribs, bool underwater, const zeus::CVector3f& scale,
const std::optional<TLockedToken<CGenDescription>>& visorParticle, u16 visorSfx,
bool sendCollideMsg);
void SetCameraShake(const CCameraShakeData& data) {
x2fc_camShake = data;
x3d0_27_camShakeDirty = true;
}
void PlayImpactSound(const zeus::CVector3f& pos, EWeaponCollisionResponseTypes type);
void ChangeProjectileOwner(TUniqueId owner, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
void Accept(IVisitor& visitor);
void ResolveCollisionWithWorld(const CRayCastResult& res, CStateManager& mgr);
void ResolveCollisionWithActor(const CRayCastResult& res, CActor& act, CStateManager& mgr);
void Think(float dt, CStateManager& mgr);
void Render(const CStateManager& mgr) const;
void AddToRenderer(const zeus::CFrustum& frustum, CStateManager& mgr);
void Touch(CActor& act, CStateManager& mgr);
virtual bool Explode(const zeus::CVector3f& pos, const zeus::CVector3f& normal, EWeaponCollisionResponseTypes type,
CStateManager& mgr, const CDamageVulnerability& dVuln, TUniqueId hitActor);
void Set3d0_26(bool v) { x3d0_26_ = v; }
};
} // namespace urde