mirror of https://github.com/AxioDL/metaforce.git
104 lines
4.1 KiB
C++
104 lines
4.1 KiB
C++
#pragma once
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#include "Runtime/Tweaks/ITweakPlayerGun.hpp"
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namespace metaforce::MP1 {
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struct CTweakPlayerGun final : Tweaks::ITweakPlayerGun {
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float x4_upLookAngle;
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float x8_downLookAngle;
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float xc_verticalSpread;
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float x10_horizontalSpread;
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float x14_highVerticalSpread;
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float x18_highHorizontalSpread;
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float x1c_lowVerticalSpread;
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float x20_lowHorizontalSpread;
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float x24_aimVerticalSpeed;
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float x28_aimHorizontalSpeed;
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float x2c_bombFuseTime;
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float x30_bombDropDelayTime;
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float x34_holoHoldTime;
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float x38_gunTransformTime;
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float x3c_gunHolsterTime;
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float x40_gunNotFiringTime;
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float x44_fixedVerticalAim;
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float x48_gunExtendDistance;
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zeus::CVector3f x4c_gunPosition;
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zeus::CVector3f x58_;
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zeus::CVector3f x64_grapplingArmPosition;
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SShotParam x70_bomb;
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SShotParam x8c_powerBomb;
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SShotParam x1d4_missile;
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SWeaponInfo xa8_beams[5];
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SComboShotParam x1f0_combos[5]; // Originally rstl::reserved_vector<SShotParam,5>
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float x280_ricochetData[6]; // Originally rstl::reserved_vector<float,5>, extended to 6 to capture
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// PhazonBeam's value
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CTweakPlayerGun() = default;
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CTweakPlayerGun(CInputStream& in);
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float GetUpLookAngle() const override { return x4_upLookAngle; }
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float GetDownLookAngle() const override { return x8_downLookAngle; }
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float GetVerticalSpread() const override { return xc_verticalSpread; }
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float GetHorizontalSpread() const override { return x10_horizontalSpread; }
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float GetHighVerticalSpread() const override { return x14_highVerticalSpread; }
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float GetHighHorizontalSpread() const override { return x18_highHorizontalSpread; }
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float GetLowVerticalSpread() const override { return x1c_lowVerticalSpread; }
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float GetLowHorizontalSpread() const override { return x20_lowHorizontalSpread; }
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float GetAimVerticalSpeed() const override { return x24_aimVerticalSpeed; }
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float GetAimHorizontalSpeed() const override { return x28_aimHorizontalSpeed; }
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float GetBombFuseTime() const override { return x2c_bombFuseTime; }
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float GetBombDropDelayTime() const override { return x30_bombDropDelayTime; }
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float GetHoloHoldTime() const override { return x34_holoHoldTime; }
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float GetGunTransformTime() const override { return x38_gunTransformTime; }
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float GetGunHolsterTime() const override { return x3c_gunHolsterTime; }
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float GetGunNotFiringTime() const override { return x40_gunNotFiringTime; }
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float GetFixedVerticalAim() const override { return x44_fixedVerticalAim; }
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float GetGunExtendDistance() const override { return x48_gunExtendDistance; }
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const zeus::CVector3f& GetGunPosition() const override { return x4c_gunPosition; }
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const zeus::CVector3f& GetGrapplingArmPosition() const override { return x64_grapplingArmPosition; }
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float GetRichochetDamage(atUint32 type) const override {
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switch (type) {
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case 0: // Power
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return x280_ricochetData[0];
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case 1: // Ice
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return x280_ricochetData[1];
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case 2: // Wave
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return x280_ricochetData[2];
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case 3: // Plasma
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return x280_ricochetData[3];
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case 6: // Missile
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return x280_ricochetData[4];
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case 8: // Phazon
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/* Note: In order to return the same value as retail we have to do a bit of a hack
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* Retro accidentally forgot to load in PhazonBeam's richochet value, as a result, it loads the
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* pointer to CTweakParticle's vtable.
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*/
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#if MP_v1088
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return float(0x803D9CC4);
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#else
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return x280_ricochetData[5];
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#endif
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default:
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return 1.f;
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}
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}
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const SWeaponInfo& GetBeamInfo(atInt32 beam) const override {
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if (beam < 0 || beam >= 5) {
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return xa8_beams[0];
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}
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return xa8_beams[beam];
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}
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const SComboShotParam& GetComboShotInfo(atInt32 beam) const override {
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if (beam < 0 || beam >= 5) {
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return x1f0_combos[0];
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}
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return x1f0_combos[beam];
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}
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const SShotParam& GetBombInfo() const override { return x70_bomb; }
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const SShotParam& GetPowerBombInfo() const override { return x8c_powerBomb; }
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const SShotParam& GetMissileInfo() const { return x1d4_missile; }
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};
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} // namespace DataSpec::DNAMP1
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