mirror of https://github.com/AxioDL/metaforce.git
596 lines
22 KiB
C++
596 lines
22 KiB
C++
#include "Particle/CElementGen.hpp"
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#include "CDependencyGroup.hpp"
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#include "CGrappleArm.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CSimplePool.hpp"
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#include "World/CPlayer.hpp"
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#include "TCastTo.hpp"
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#include "Camera/CGameCamera.hpp"
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#include "Graphics/CSkinnedModel.hpp"
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#include "Graphics/CVertexMorphEffect.hpp"
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namespace urde {
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float CGrappleArm::g_GrappleBeamAnglePhaseDelta = 0.875f;
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float CGrappleArm::g_GrappleBeamXWaveAmplitude = 0.25f;
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float CGrappleArm::g_GrappleBeamZWaveAmplitude = 0.125f;
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float CGrappleArm::g_GrappleBeamSpeed = 5.f;
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CGrappleArm::CGrappleArm(const zeus::CVector3f& scale)
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: x0_grappleArmModel(CAnimRes(g_tweakGunRes->x8_grappleArm, 0, scale, 41, false))
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, xa0_grappleGearModel(CStaticRes(NWeaponTypes::get_asset_id_from_name("GrappleGear"), scale))
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, xec_grapNoz1Model(CStaticRes(NWeaponTypes::get_asset_id_from_name("GrapNoz1"), scale))
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, x138_grapNoz2Model(CStaticRes(NWeaponTypes::get_asset_id_from_name("GrapNoz2"), scale))
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, x184_grappleArm(g_SimplePool->GetObj(SObjectTag{FOURCC('ANCS'), g_tweakGunRes->x8_grappleArm}))
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, x31c_scale(scale)
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, x354_grappleSegmentDesc(g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), g_tweakGunRes->xb4_grappleSegment}))
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, x360_grappleClawDesc(g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), g_tweakGunRes->xb8_grappleClaw}))
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, x36c_grappleHitDesc(g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), g_tweakGunRes->xbc_grappleHit}))
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, x378_grappleMuzzleDesc(g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), g_tweakGunRes->xc0_grappleMuzzle}))
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, x384_grappleSwooshDesc(g_SimplePool->GetObj(SObjectTag{FOURCC('SWHC'), g_tweakGunRes->xc4_grappleSwoosh}))
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, x390_grappleSegmentGen(std::make_unique<CElementGen>(x354_grappleSegmentDesc))
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, x394_grappleClawGen(std::make_unique<CElementGen>(x360_grappleClawDesc))
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, x398_grappleHitGen(std::make_unique<CElementGen>(x36c_grappleHitDesc))
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, x39c_grappleMuzzleGen(std::make_unique<CElementGen>(x378_grappleMuzzleDesc))
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, x3a0_grappleSwooshGen(std::make_unique<CParticleSwoosh>(x384_grappleSwooshDesc, 0))
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, x3a4_rainSplashGenerator(std::make_unique<CRainSplashGenerator>(scale, 20, 2, 0.f, 0.125f)) {
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x0_grappleArmModel->SetSortThermal(true);
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xa0_grappleGearModel.SetSortThermal(true);
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xec_grapNoz1Model.SetSortThermal(true);
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x138_grapNoz2Model.SetSortThermal(true);
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g_GrappleBeamAnglePhaseDelta = g_tweakPlayer->GetGrappleBeamAnglePhaseDelta();
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g_GrappleBeamXWaveAmplitude = g_tweakPlayer->GetGrappleBeamXWaveAmplitude();
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g_GrappleBeamZWaveAmplitude = g_tweakPlayer->GetGrappleBeamZWaveAmplitude();
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g_GrappleBeamSpeed = g_tweakPlayer->GetGrappleBeamSpeed();
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x39c_grappleMuzzleGen->SetParticleEmission(false);
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x390_grappleSegmentGen->SetParticleEmission(false);
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x3a0_grappleSwooshGen->DoGrappleWarmup();
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BuildSuitDependencyList();
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LoadAnimations();
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}
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static const char* skDependencyNames[] = {
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"PowerSuit_DGRP", "GravitySuit_DGRP", "VariaSuit_DGRP", "PhazonSuit_DGRP",
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"FusionSuit_DGRP", "FusionSuitG_DGRP", "FusionSuitV_DGRP", "FusionSuitP_DGRP",
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};
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void CGrappleArm::FillTokenVector(const std::vector<SObjectTag>& tags, std::vector<CToken>& objects) {
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objects.reserve(tags.size());
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for (const SObjectTag& tag : tags)
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objects.push_back(g_SimplePool->GetObj(tag));
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}
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void CGrappleArm::BuildSuitDependencyList() {
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x184_grappleArm.Lock();
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for (const char* name : skDependencyNames) {
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TLockedToken<CDependencyGroup> dgrp = g_SimplePool->GetObj(name);
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x19c_suitDeps.emplace_back();
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std::vector<CToken>& depsOut = x19c_suitDeps.back();
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FillTokenVector(dgrp->GetObjectTagVector(), depsOut);
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}
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}
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void CGrappleArm::LoadAnimations() {
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NWeaponTypes::get_token_vector(*x0_grappleArmModel->GetAnimationData(), 0, 42, x18c_anims, true);
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x0_grappleArmModel = rstl::nullopt;
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}
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void CGrappleArm::AsyncLoadSuit(CStateManager& mgr) {
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CPlayerState::EPlayerSuit suit = NWeaponTypes::get_current_suit(mgr);
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if (suit == x3a8_loadedSuit)
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return;
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x0_grappleArmModel = rstl::nullopt;
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x3b2_29_suitLoading = true;
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if (x3a8_loadedSuit != CPlayerState::EPlayerSuit::Invalid) {
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NWeaponTypes::unlock_tokens(x19c_suitDeps[int(x3a8_loadedSuit)]);
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x19c_suitDeps[int(x3a8_loadedSuit)].clear();
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}
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if (suit < CPlayerState::EPlayerSuit::Power || suit > CPlayerState::EPlayerSuit::FusionPhazon)
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x3a8_loadedSuit = CPlayerState::EPlayerSuit::Power;
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else
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x3a8_loadedSuit = suit;
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NWeaponTypes::lock_tokens(x19c_suitDeps[int(x3a8_loadedSuit)]);
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}
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void CGrappleArm::ResetAuxParams(bool resetGunController) {
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x3b2_24_active = false;
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x3b2_27_armMoving = false;
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x2e0_auxXf = zeus::CTransform();
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if (resetGunController)
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x328_gunController->Reset();
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}
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void CGrappleArm::DisconnectGrappleBeam() {
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x394_grappleClawGen->SetParticleEmission(false);
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x3b2_25_beamActive = false;
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GrappleBeamDisconnected();
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}
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void CGrappleArm::SetAnimState(EArmState state) {
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if (x334_animState == state)
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return;
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x0_grappleArmModel->AnimationData()->EnableLooping(false);
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x3b2_28_isGrappling = true;
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switch (state) {
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case EArmState::IntoGrapple: {
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ResetAuxParams(true);
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CAnimPlaybackParms parms(0, -1, 1.f, true);
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x0_grappleArmModel->AnimationData()->SetAnimation(parms, false);
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x3b2_25_beamActive = false;
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x3b2_24_active = true;
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break;
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}
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case EArmState::IntoGrappleIdle: {
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CAnimPlaybackParms parms(1, -1, 1.f, true);
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x0_grappleArmModel->AnimationData()->EnableLooping(true);
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x0_grappleArmModel->AnimationData()->SetAnimation(parms, false);
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break;
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}
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case EArmState::FireGrapple: {
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CAnimPlaybackParms parms(2, -1, 1.f, true);
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x0_grappleArmModel->AnimationData()->SetAnimation(parms, false);
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break;
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}
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case EArmState::ConnectGrapple: {
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CAnimPlaybackParms parms(3, -1, 1.f, true);
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x0_grappleArmModel->AnimationData()->SetAnimation(parms, false);
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break;
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}
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case EArmState::Connected: {
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CAnimPlaybackParms parms(3, -1, 1.f, true);
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x0_grappleArmModel->AnimationData()->SetAnimation(parms, false);
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break;
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}
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case EArmState::OutOfGrapple: {
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CAnimPlaybackParms parms(4, -1, 1.f, true);
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x0_grappleArmModel->AnimationData()->SetAnimation(parms, false);
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DisconnectGrappleBeam();
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break;
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}
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case EArmState::Done:
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x3b2_28_isGrappling = false;
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break;
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default:
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break;
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}
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x334_animState = state;
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}
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void CGrappleArm::Activate(bool intoGrapple) {
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SetAnimState(intoGrapple ? EArmState::IntoGrapple : EArmState::OutOfGrapple);
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}
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void CGrappleArm::GrappleBeamDisconnected() {
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if (x32c_grappleLoopSfx) {
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CSfxManager::SfxStop(x32c_grappleLoopSfx);
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x32c_grappleLoopSfx.reset();
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}
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}
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void CGrappleArm::GrappleBeamConnected() {
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if (!x32c_grappleLoopSfx)
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x32c_grappleLoopSfx = NWeaponTypes::play_sfx(SFXsam_grapple_lp, false, true, -0.15f);
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}
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void CGrappleArm::RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos) {
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if (x3b2_24_active && !x3b2_29_suitLoading) {
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zeus::CTransform tmpXf = zeus::CTransform::Translate(pos) * x220_xf;
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if (x3b2_25_beamActive) {
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if (x3b2_26_grappleHit)
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x398_grappleHitGen->Render();
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x394_grappleClawGen->Render();
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x3a0_grappleSwooshGen->Render();
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x390_grappleSegmentGen->Render();
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zeus::CTransform backupViewMtx = CGraphics::g_ViewMatrix;
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CGraphics::SetViewPointMatrix(tmpXf.inverse() * backupViewMtx);
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CGraphics::SetModelMatrix(zeus::CTransform());
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x39c_grappleMuzzleGen->Render();
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CGraphics::SetViewPointMatrix(backupViewMtx);
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}
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}
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}
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void CGrappleArm::TouchModel(const CStateManager& mgr) const {
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if (x3b2_24_active && !x3b2_29_suitLoading) {
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x0_grappleArmModel->Touch(mgr, 0);
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if (x50_grappleArmSkeletonModel)
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x50_grappleArmSkeletonModel->Touch(mgr, 0);
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if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GrappleBeam)) {
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xa0_grappleGearModel.Touch(mgr, 0);
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xec_grapNoz1Model.Touch(mgr, 0);
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x138_grapNoz2Model.Touch(mgr, 0);
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}
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}
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}
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void CGrappleArm::LoadSuitPoll() {
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if (NWeaponTypes::are_tokens_ready(x19c_suitDeps[int(x3a8_loadedSuit)])) {
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x0_grappleArmModel.emplace(CAnimRes(g_tweakGunRes->x8_grappleArm, int(x3a8_loadedSuit), x31c_scale, 41, false));
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x0_grappleArmModel->SetSortThermal(true);
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x328_gunController = std::make_unique<CGunController>(*x0_grappleArmModel);
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x3b2_29_suitLoading = false;
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}
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}
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void CGrappleArm::BuildXRayModel() {
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x50_grappleArmSkeletonModel.emplace(CAnimRes(g_tweakGunRes->x8_grappleArm, 8, x31c_scale,
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!x328_gunController ? 41 : x328_gunController->GetCurAnimId(), false));
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x50_grappleArmSkeletonModel->SetSortThermal(true);
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}
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void CGrappleArm::DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type) {
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switch (type) {
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case EUserEventType::Projectile:
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if (x3b2_27_armMoving)
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return;
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x3b2_25_beamActive = true;
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x398_grappleHitGen = std::make_unique<CElementGen>(x36c_grappleHitDesc);
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x39c_grappleMuzzleGen = std::make_unique<CElementGen>(x378_grappleMuzzleDesc);
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x338_beamT = 0.f;
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x33c_beamDist = 0.f;
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x340_anglePhase = 0.f;
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x344_xAmplitude = g_GrappleBeamXWaveAmplitude;
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x348_zAmplitude = g_GrappleBeamZWaveAmplitude;
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x398_grappleHitGen->SetParticleEmission(false);
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x394_grappleClawGen->SetParticleEmission(true);
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NWeaponTypes::play_sfx(SFXsam_grapple_fire, false, false, -0.15f);
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mgr.GetRumbleManager().Rumble(mgr, ERumbleFxId::PlayerGrappleFire, 1.f, ERumblePriority::Three);
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break;
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default:
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break;
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}
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}
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void CGrappleArm::DoUserAnimEvents(CStateManager& mgr) {
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zeus::CVector3f armToCam = mgr.GetCameraManager()->GetCurrentCamera(mgr)->GetTranslation() - x220_xf.origin;
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const CAnimData& animData = *x0_grappleArmModel->GetAnimationData();
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for (int i = 0; i < animData.GetPassedSoundPOICount(); ++i) {
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const CSoundPOINode& node = CAnimData::g_SoundPOINodes[i];
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if (node.GetPoiType() != EPOIType::Sound ||
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(node.GetCharacterIndex() != -1 && animData.x204_charIdx != node.GetCharacterIndex()))
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continue;
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NWeaponTypes::do_sound_event(x34c_animSfx, x3ac_pitchBend, false, node.GetSfxId(), node.GetWeight(),
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node.GetFlags(), node.GetFalloff(), node.GetMaxDist(), 0.16f, 1.f, armToCam,
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x220_xf.origin, mgr.GetPlayer().GetAreaIdAlways(), mgr);
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}
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for (int i = 0; i < animData.GetPassedIntPOICount(); ++i) {
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const CInt32POINode& node = CAnimData::g_Int32POINodes[i];
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switch (node.GetPoiType()) {
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case EPOIType::UserEvent:
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DoUserAnimEvent(mgr, node, EUserEventType(node.GetValue()));
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break;
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case EPOIType::SoundInt32:
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if (node.GetCharacterIndex() != -1 && animData.x204_charIdx != node.GetCharacterIndex())
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break;
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NWeaponTypes::do_sound_event(x34c_animSfx, x3ac_pitchBend, false, u32(node.GetValue()), node.GetWeight(),
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node.GetFlags(), 0.1f, 150.f, 0.16f, 1.f, armToCam, x220_xf.origin,
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mgr.GetPlayer().GetAreaIdAlways(), mgr);
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break;
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default:
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break;
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}
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}
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}
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void CGrappleArm::UpdateArmMovement(float dt, CStateManager& mgr) {
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DoUserAnimEvents(mgr);
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if (x328_gunController->Update(dt, mgr))
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ResetAuxParams(false);
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}
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void CGrappleArm::UpdateGrappleBeamFx(const zeus::CVector3f& beamGunPos, const zeus::CVector3f& beamAirPos,
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CStateManager& mgr) {
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x394_grappleClawGen->SetTranslation(beamAirPos);
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x390_grappleSegmentGen->SetParticleEmission(true);
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zeus::CVector3f segmentDelta = beamAirPos - beamGunPos;
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zeus::CVector3f swooshSegmentDelta = segmentDelta * 0.02f;
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int numSegments = int(2.f * segmentDelta.magnitude() + 1.f);
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segmentDelta = (1.f / float(numSegments)) * segmentDelta;
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zeus::CVector3f segmentPos = beamGunPos;
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zeus::CTransform rotation = x220_xf.getRotation();
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for (int i = 0; i < numSegments; ++i) {
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zeus::CVector3f vec;
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if (i > 0)
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vec = rotation *
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zeus::CVector3f(std::cos(i + x340_anglePhase) * x344_xAmplitude, 0.f, std::sin(float(i)) * x348_zAmplitude);
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x390_grappleSegmentGen->SetTranslation(vec * segmentPos);
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x390_grappleSegmentGen->ForceParticleCreation(1);
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segmentPos += segmentDelta;
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}
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x390_grappleSegmentGen->SetParticleEmission(false);
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x3a0_grappleSwooshGen->DoGrappleUpdate(beamGunPos, rotation, x340_anglePhase, x344_xAmplitude, x348_zAmplitude,
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swooshSegmentDelta);
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}
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bool CGrappleArm::UpdateGrappleBeam(float dt, const zeus::CTransform& beamLoc, CStateManager& mgr) {
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bool beamConnected = false;
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if (TCastToConstPtr<CActor> act = mgr.GetObjectById(mgr.GetPlayer().GetOrbitTargetId()))
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x310_grapplePointPos = act->GetTranslation();
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else
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x310_grapplePointPos = x220_xf.origin;
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zeus::CVector3f beamGunPos = (x220_xf * beamLoc).origin;
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zeus::CVector3f beamAirPos = beamGunPos * (1.f - x338_beamT) + x310_grapplePointPos * x338_beamT;
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switch (x334_animState) {
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case EArmState::FireGrapple:
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case EArmState::Three: {
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float gunToPointMag = (x310_grapplePointPos - beamGunPos).magnitude();
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if (gunToPointMag > 0.f)
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x338_beamT = x33c_beamDist / gunToPointMag;
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else
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x338_beamT = 1.f;
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float speedMult = mgr.GetPlayer().GetPlayerMovementState() != CPlayer::EPlayerMovementState::OnGround ? 2.f : 1.f;
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x33c_beamDist += speedMult * (dt * g_GrappleBeamSpeed);
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if (x338_beamT >= 1.f) {
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x338_beamT = 1.f;
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beamConnected = true;
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}
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break;
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}
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case EArmState::ConnectGrapple: {
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float delta = 4.f * dt;
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x344_xAmplitude -= delta;
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x348_zAmplitude -= delta;
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if (x344_xAmplitude < 0.f)
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x344_xAmplitude = 0.f;
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if (x348_zAmplitude < 0.f)
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x348_zAmplitude = 0.f;
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break;
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}
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default:
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break;
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}
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if (x3b2_25_beamActive) {
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x340_anglePhase += g_GrappleBeamAnglePhaseDelta;
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UpdateGrappleBeamFx(beamGunPos, beamAirPos, mgr);
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x394_grappleClawGen->Update(dt);
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x390_grappleSegmentGen->Update(dt);
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}
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return beamConnected;
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}
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void CGrappleArm::UpdateSwingAction(float grappleSwingT, float dt, CStateManager& mgr) {
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if (x3b2_29_suitLoading)
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return;
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if (x334_animState == EArmState::FireGrapple)
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DoUserAnimEvents(mgr);
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zeus::CTransform beamLocXf = x0_grappleArmModel->GetScaledLocatorTransform("LGBeam");
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bool grappleConnected = UpdateGrappleBeam(dt, beamLocXf, mgr);
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if ((grappleSwingT > 0.175f && grappleSwingT < 0.3f) || (grappleSwingT > 0.7f && grappleSwingT < 0.9f)) {
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if (!CSfxManager::IsPlaying(x330_swooshSfx)) {
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x330_swooshSfx = NWeaponTypes::play_sfx(SFXsam_grapple_swoosh, false, false, -0.15f);
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if (x3b0_rumbleHandle != -1)
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mgr.GetRumbleManager().StopRumble(x3b0_rumbleHandle);
|
|
x3b0_rumbleHandle =
|
|
mgr.GetRumbleManager().Rumble(mgr, ERumbleFxId::PlayerGrappleSwoosh, 1.f, ERumblePriority::Three);
|
|
}
|
|
}
|
|
|
|
if (!x0_grappleArmModel->GetAnimationData()->IsAnimTimeRemaining(dt, "Whole Body")) {
|
|
switch (x334_animState) {
|
|
case EArmState::IntoGrapple:
|
|
case EArmState::Seven:
|
|
SetAnimState(EArmState::IntoGrappleIdle);
|
|
break;
|
|
case EArmState::FireGrapple:
|
|
if (grappleConnected) {
|
|
SetAnimState(EArmState::ConnectGrapple);
|
|
x3b2_26_grappleHit = true;
|
|
x398_grappleHitGen->SetParticleEmission(true);
|
|
GrappleBeamConnected();
|
|
if (x3b0_rumbleHandle != -1)
|
|
mgr.GetRumbleManager().StopRumble(x3b0_rumbleHandle);
|
|
}
|
|
break;
|
|
case EArmState::ConnectGrapple:
|
|
if (x344_xAmplitude == 0.f)
|
|
SetAnimState(EArmState::Connected);
|
|
break;
|
|
case EArmState::OutOfGrapple:
|
|
if (x3b0_rumbleHandle != -1)
|
|
mgr.GetRumbleManager().StopRumble(x3b0_rumbleHandle);
|
|
SetAnimState(EArmState::Done);
|
|
x3b2_24_active = false;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (x3b2_25_beamActive) {
|
|
x39c_grappleMuzzleGen->SetTranslation(beamLocXf.origin);
|
|
x39c_grappleMuzzleGen->Update(dt);
|
|
if (x3b2_26_grappleHit) {
|
|
x3b2_26_grappleHit = !x398_grappleHitGen->IsSystemDeletable();
|
|
x398_grappleHitGen->SetTranslation(x310_grapplePointPos);
|
|
x398_grappleHitGen->Update(dt);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGrappleArm::Update(float grappleSwingT, float dt, CStateManager& mgr) {
|
|
if (!(x3b2_24_active && !x3b2_29_suitLoading)) {
|
|
if (x3b2_29_suitLoading)
|
|
LoadSuitPoll();
|
|
return;
|
|
}
|
|
|
|
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay) {
|
|
if (!x50_grappleArmSkeletonModel)
|
|
BuildXRayModel();
|
|
} else {
|
|
if (x50_grappleArmSkeletonModel)
|
|
x50_grappleArmSkeletonModel = rstl::nullopt;
|
|
}
|
|
|
|
float speed = 1.f;
|
|
if (!x3b2_27_armMoving)
|
|
speed = (mgr.GetPlayer().GetPlayerMovementState() != CPlayer::EPlayerMovementState::OnGround &&
|
|
x334_animState != EArmState::OutOfGrapple)
|
|
? 4.f
|
|
: 1.f;
|
|
x0_grappleArmModel->AdvanceAnimation(speed * dt, mgr, kInvalidAreaId, true);
|
|
if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GrappleBeam)) {
|
|
x250_grapLocatorXf = x0_grappleArmModel->GetScaledLocatorTransformDynamic("grapLocator_SDK", nullptr);
|
|
x280_grapNozLoc1Xf = x0_grappleArmModel->GetScaledLocatorTransform("gNozLoc1_SDK");
|
|
x2b0_grapNozLoc2Xf = x0_grappleArmModel->GetScaledLocatorTransform("gNozLoc1_SDK");
|
|
}
|
|
|
|
if (x3b2_27_armMoving)
|
|
UpdateArmMovement(dt, mgr);
|
|
else
|
|
UpdateSwingAction(grappleSwingT, dt, mgr);
|
|
|
|
if (x3a4_rainSplashGenerator)
|
|
x3a4_rainSplashGenerator->Update(dt, mgr);
|
|
}
|
|
|
|
void CGrappleArm::PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos) {
|
|
if (x3b2_24_active && !x3b2_29_suitLoading) {
|
|
x0_grappleArmModel->AnimationData()->PreRender();
|
|
if (x50_grappleArmSkeletonModel)
|
|
x50_grappleArmSkeletonModel->AnimationData()->PreRender();
|
|
}
|
|
}
|
|
|
|
void CGrappleArm::RenderXRayModel(const CStateManager& mgr, const zeus::CTransform& modelXf,
|
|
const CModelFlags& flags) const {
|
|
CGraphics::SetModelMatrix(modelXf * zeus::CTransform::Scale(x0_grappleArmModel->GetScale()));
|
|
// CGraphics::DisableAllLights();
|
|
// g_Renderer->SetAmbientColor(zeus::skWhite);
|
|
CSkinnedModel& model = const_cast<CSkinnedModel&>(*x50_grappleArmSkeletonModel->GetAnimationData()->GetModelData());
|
|
model.GetModelInst()->ActivateLights({CLight::BuildLocalAmbient({}, zeus::skWhite)});
|
|
const_cast<CGrappleArm*>(this)->x0_grappleArmModel->AnimationData()->Render(model, flags, {}, nullptr);
|
|
// g_Renderer->SetAmbientColor(zeus::skWhite);
|
|
// CGraphics::DisableAllLights();
|
|
}
|
|
|
|
void CGrappleArm::PointGenerator(void* ctx, const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn) {
|
|
reinterpret_cast<CRainSplashGenerator*>(ctx)->GeneratePoints(vn);
|
|
}
|
|
|
|
void CGrappleArm::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags,
|
|
const CActorLights* lights) const {
|
|
if (x3b2_24_active && !x3b2_29_suitLoading) {
|
|
zeus::CTransform modelXf = zeus::CTransform::Translate(pos) * x220_xf * x2e0_auxXf;
|
|
if (x50_grappleArmSkeletonModel)
|
|
RenderXRayModel(mgr, modelXf, flags);
|
|
|
|
CModelFlags useFlags;
|
|
const CActorLights* useLights;
|
|
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay) {
|
|
useFlags = CModelFlags(5, 0, 3, zeus::CColor(1.f, 0.25f));
|
|
useLights = nullptr;
|
|
} else {
|
|
useFlags = flags;
|
|
useLights = lights;
|
|
}
|
|
|
|
if (x3a4_rainSplashGenerator && x3a4_rainSplashGenerator->IsRaining())
|
|
CSkinnedModel::SetPointGeneratorFunc(x3a4_rainSplashGenerator.get(), PointGenerator);
|
|
|
|
x0_grappleArmModel->Render(mgr, modelXf, useLights, useFlags);
|
|
|
|
if (x3a4_rainSplashGenerator && x3a4_rainSplashGenerator->IsRaining()) {
|
|
CSkinnedModel::ClearPointGeneratorFunc();
|
|
x3a4_rainSplashGenerator->Draw(modelXf);
|
|
}
|
|
|
|
if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GrappleBeam)) {
|
|
xa0_grappleGearModel.Render(mgr, modelXf * x250_grapLocatorXf, useLights, useFlags);
|
|
xec_grapNoz1Model.Render(mgr, modelXf * x280_grapNozLoc1Xf, useLights, useFlags);
|
|
x138_grapNoz2Model.Render(mgr, modelXf * x2b0_grapNozLoc2Xf, useLights, useFlags);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGrappleArm::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) {
|
|
if (msg == EScriptObjectMessage::Registered)
|
|
AsyncLoadSuit(mgr);
|
|
}
|
|
|
|
void CGrappleArm::EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool notInFreeLook) {
|
|
if (x3b2_29_suitLoading)
|
|
return;
|
|
|
|
if (x3b2_28_isGrappling) {
|
|
DisconnectGrappleBeam();
|
|
x3b2_28_isGrappling = false;
|
|
}
|
|
|
|
if (!x3b2_27_armMoving) {
|
|
x3b2_24_active = true;
|
|
x3b2_27_armMoving = true;
|
|
x334_animState = EArmState::GunControllerAnimation;
|
|
}
|
|
|
|
x328_gunController->EnterStruck(mgr, angle, bigStrike, notInFreeLook);
|
|
}
|
|
|
|
void CGrappleArm::EnterIdle(CStateManager& mgr) {
|
|
if (x3b2_29_suitLoading)
|
|
return;
|
|
|
|
x328_gunController->EnterIdle(mgr);
|
|
}
|
|
|
|
void CGrappleArm::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 animSet) {
|
|
if (x3b2_29_suitLoading)
|
|
return;
|
|
|
|
x3b2_24_active = true;
|
|
x3b2_27_armMoving = true;
|
|
x334_animState = EArmState::GunControllerAnimation;
|
|
|
|
x328_gunController->EnterFidget(mgr, s32(type), gunId, animSet);
|
|
}
|
|
|
|
void CGrappleArm::EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr) {
|
|
if (x3b2_29_suitLoading)
|
|
return;
|
|
|
|
x3b2_24_active = true;
|
|
x3b2_27_armMoving = true;
|
|
x334_animState = EArmState::GunControllerAnimation;
|
|
|
|
x328_gunController->EnterFreeLook(mgr, gunId, setId);
|
|
}
|
|
|
|
void CGrappleArm::EnterComboFire(s32 gunId, CStateManager& mgr) {
|
|
if (x3b2_29_suitLoading)
|
|
return;
|
|
|
|
x3b2_24_active = true;
|
|
x3b2_27_armMoving = true;
|
|
x334_animState = EArmState::GunControllerAnimation;
|
|
|
|
x328_gunController->EnterComboFire(mgr, gunId);
|
|
}
|
|
|
|
void CGrappleArm::ReturnToDefault(CStateManager& mgr, float dt, bool setState) {
|
|
if (x3b2_29_suitLoading)
|
|
return;
|
|
|
|
x328_gunController->ReturnToDefault(mgr, dt, setState);
|
|
}
|
|
|
|
} // namespace urde
|