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metaforce/Runtime/Weapon/CGrappleArm.cpp

80 lines
1.1 KiB
C++

#include "CGrappleArm.hpp"
namespace urde
{
CGrappleArm::CGrappleArm(const zeus::CVector3f& vec)
{
}
void CGrappleArm::AsyncLoadSuit(CStateManager& mgr)
{
}
void CGrappleArm::SetAnimState(EArmState state)
{
}
void CGrappleArm::Activate(bool)
{
}
void CGrappleArm::GrappleBeamDisconnected()
{
}
void CGrappleArm::GrappleBeamConnected()
{
}
void CGrappleArm::RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos)
{
}
void CGrappleArm::TouchModel(const CStateManager& mgr) const
{
}
void CGrappleArm::Update(float grappleSwingT, float dt, CStateManager& mgr)
{
}
void CGrappleArm::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&)
{
}
void CGrappleArm::EnterStruck(CStateManager& mgr, float angle, bool attack, bool b2)
{
}
void CGrappleArm::EnterIdle(CStateManager& mgr)
{
}
void CGrappleArm::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 parm2)
{
}
void CGrappleArm::EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr)
{
}
void CGrappleArm::ReturnToDefault(CStateManager& mgr, float f1, bool b1)
{
}
}