metaforce/Runtime/Weapon/CPlayerGun.cpp

2396 lines
92 KiB
C++

#include "Runtime/Weapon/CPlayerGun.hpp"
#include "Runtime/CSimplePool.hpp"
#include "Runtime/Character/CPrimitive.hpp"
#include "Runtime/Camera/CGameCamera.hpp"
#include "Runtime/Graphics/CCubeRenderer.hpp"
#include "Runtime/Graphics/CGX.hpp"
#include "Runtime/Input/ControlMapper.hpp"
#include "Runtime/MP1/CSamusHud.hpp"
#include "Runtime/MP1/World/CMetroid.hpp"
#include "Runtime/MP1/World/CMetroidBeta.hpp"
#include "Runtime/World/CGameLight.hpp"
#include "Runtime/World/CScriptPlatform.hpp"
#include "Runtime/World/CScriptWater.hpp"
#include "Runtime/Weapon/CBomb.hpp"
#include "Runtime/Weapon/CEnergyProjectile.hpp"
#include "Runtime/Weapon/CPowerBomb.hpp"
namespace metaforce {
namespace {
std::array kVerticalAngleTable{-30.f, 0.f, 30.f};
std::array kHorizontalAngleTable{30.f, 30.f, 30.f};
std::array kVerticalVarianceTable{30.f, 30.f, 30.f};
constexpr zeus::CVector3f sGunScale(2.f);
constexpr std::array<u32, 4> skBeamAnimIds{
0,
1,
2,
1,
};
constexpr std::array skBeamArr{
CPlayerState::EItemType::PowerBeam,
CPlayerState::EItemType::IceBeam,
CPlayerState::EItemType::WaveBeam,
CPlayerState::EItemType::PlasmaBeam,
};
constexpr std::array skBeamComboArr{
CPlayerState::EItemType::SuperMissile,
CPlayerState::EItemType::IceSpreader,
CPlayerState::EItemType::Wavebuster,
CPlayerState::EItemType::Flamethrower,
};
constexpr std::array mBeamCtrlCmd{
ControlMapper::ECommands::PowerBeam,
ControlMapper::ECommands::IceBeam,
ControlMapper::ECommands::WaveBeam,
ControlMapper::ECommands::PlasmaBeam,
};
constexpr std::array<u16, 4> skFromMissileSound{
SFXwpn_from_missile_power,
SFXwpn_from_missile_ice,
SFXwpn_from_missile_wave,
SFXwpn_from_missile_plasma,
};
constexpr std::array<u16, 4> skFromBeamSound{
SFXsfx0000,
SFXwpn_from_beam_ice,
SFXwpn_from_beam_wave,
SFXwpn_from_beam_plasma,
};
constexpr std::array<u16, 4> skToMissileSound{
SFXwpn_to_missile_power,
SFXwpn_to_missile_ice,
SFXwpn_to_missile_wave,
SFXwpn_to_missile_plasma,
};
constexpr std::array<u16, 4> skIntoBeamSound{
SFXsfx0000,
SFXwpn_into_beam_ice,
SFXwpn_into_beam_wave,
SFXwpn_into_beam_plasma,
};
constexpr float kChargeSpeed = 1.f / CPlayerState::GetMissileComboChargeFactor();
constexpr float kChargeFxStart = 1.f / CPlayerState::GetMissileComboChargeFactor();
constexpr float kChargeAnimStart = 0.25f / CPlayerState::GetMissileComboChargeFactor();
constexpr float kChargeStart = 0.025f / CPlayerState::GetMissileComboChargeFactor();
constexpr std::array<u16, 4> skBeamChargeUpSound{
SFXwpn_chargeup_power,
SFXwpn_chargeup_ice,
SFXwpn_chargeup_wave,
SFXwpn_chargeup_plasma,
};
constexpr std::array skItemArr{
CPlayerState::EItemType::Invalid,
CPlayerState::EItemType::Missiles,
};
constexpr std::array<u16, 2> skItemEmptySound{
SFXsfx0000,
SFXwpn_empty_action,
};
constexpr std::array chargeShakeTbl{
-0.001f,
0.f,
0.001f,
};
constexpr CMaterialFilter sAimFilter =
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
constexpr std::array<CModelFlags, 4> kThermalFlags{{
{0, 0, 3, zeus::skWhite},
{5, 0, 3, zeus::CColor(0.f, 0.5f)},
{0, 0, 3, zeus::skWhite},
{0, 0, 3, zeus::skWhite},
}};
constexpr CModelFlags kHandThermalFlag{7, 0, 3, zeus::skWhite};
constexpr CModelFlags kHandHoloFlag{1, 0, 3, zeus::CColor(0.75f, 0.5f, 0.f, 1.f)};
} // Anonymous namespace
float CPlayerGun::CMotionState::gGunExtendDistance = 0.125f;
float CPlayerGun::skTractorBeamFactor = 0.5f / CPlayerState::GetMissileComboChargeFactor();
CPlayerGun::CPlayerGun(TUniqueId playerId)
: x0_lights(8, zeus::skZero3f, 4, 4, false, false, false, 0.1f)
, x538_playerId(playerId)
, x550_camBob(CPlayerCameraBob::ECameraBobType::One, CPlayerCameraBob::GetCameraBobExtent(),
CPlayerCameraBob::GetCameraBobPeriod())
, x678_morph(g_tweakPlayerGun->GetGunTransformTime(), g_tweakPlayerGun->GetHoloHoldTime())
, x6c8_hologramClipCube(zeus::CVector3f(-0.29329199f, 0.f, -0.2481945f),
zeus::CVector3f(0.29329199f, 1.292392f, 0.2481945f))
, x6e0_rightHandModel(CAnimRes(g_tweakGunRes->xc_rightHand, 0, zeus::CVector3f(3.f), 0, true)) {
x354_bombFuseTime = g_tweakPlayerGun->GetBombFuseTime();
x358_bombDropDelayTime = g_tweakPlayerGun->GetBombDropDelayTime();
x668_aimVerticalSpeed = g_tweakPlayerGun->GetAimVerticalSpeed();
x66c_aimHorizontalSpeed = g_tweakPlayerGun->GetAimHorizontalSpeed();
x73c_gunMotion = std::make_unique<CGunMotion>(g_tweakGunRes->x4_gunMotion, sGunScale);
x740_grappleArm = std::make_unique<CGrappleArm>(sGunScale);
x744_auxWeapon = std::make_unique<CAuxWeapon>(playerId);
x748_rainSplashGenerator = std::make_unique<CRainSplashGenerator>(sGunScale, 20, 2, 0.f, 0.125f);
x74c_powerBeam = std::make_unique<CPowerBeam>(g_tweakGunRes->x10_powerBeam, EWeaponType::Power, playerId,
EMaterialTypes::Player, sGunScale);
x750_iceBeam = std::make_unique<CIceBeam>(g_tweakGunRes->x14_iceBeam, EWeaponType::Ice, playerId,
EMaterialTypes::Player, sGunScale);
x754_waveBeam = std::make_unique<CWaveBeam>(g_tweakGunRes->x18_waveBeam, EWeaponType::Wave, playerId,
EMaterialTypes::Player, sGunScale);
x758_plasmaBeam = std::make_unique<CPlasmaBeam>(g_tweakGunRes->x1c_plasmaBeam, EWeaponType::Plasma, playerId,
EMaterialTypes::Player, sGunScale);
x75c_phazonBeam = std::make_unique<CPhazonBeam>(g_tweakGunRes->x20_phazonBeam, EWeaponType::Phazon, playerId,
EMaterialTypes::Player, sGunScale);
x774_holoTransitionGen = std::make_unique<CElementGen>(
g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), g_tweakGunRes->x24_holoTransition}));
x82c_shadow = std::make_unique<CWorldShadow>(256, 256, true);
x6e0_rightHandModel.SetSortThermal(true);
kVerticalAngleTable[2] = g_tweakPlayerGun->GetUpLookAngle();
kVerticalAngleTable[0] = g_tweakPlayerGun->GetDownLookAngle();
kHorizontalAngleTable[1] = g_tweakPlayerGun->GetHorizontalSpread();
kHorizontalAngleTable[2] = g_tweakPlayerGun->GetHighHorizontalSpread();
kHorizontalAngleTable[0] = g_tweakPlayerGun->GetLowHorizontalSpread();
kVerticalVarianceTable[1] = g_tweakPlayerGun->GetVerticalSpread();
kVerticalVarianceTable[2] = g_tweakPlayerGun->GetHighVerticalSpread();
kVerticalVarianceTable[0] = g_tweakPlayerGun->GetLowVerticalSpread();
CMotionState::SetExtendDistance(g_tweakPlayerGun->GetGunExtendDistance());
InitBeamData();
InitBombData();
InitMuzzleData();
InitCTData();
LoadHandAnimTokens();
x550_camBob.SetPlayerVelocity(zeus::skZero3f);
x550_camBob.SetBobMagnitude(0.f);
x550_camBob.SetBobTimeScale(0.f);
}
void CPlayerGun::InitBeamData() {
x760_selectableBeams[0] = x74c_powerBeam.get();
x760_selectableBeams[1] = x750_iceBeam.get();
x760_selectableBeams[2] = x754_waveBeam.get();
x760_selectableBeams[3] = x758_plasmaBeam.get();
x72c_currentBeam = x760_selectableBeams[0];
x738_nextBeam = x72c_currentBeam;
x774_holoTransitionGen->SetParticleEmission(true);
}
void CPlayerGun::InitBombData() {
x784_bombEffects.resize(2);
x784_bombEffects[0].push_back(g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), g_tweakGunRes->x28_bombSet}));
x784_bombEffects[0].push_back(g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), g_tweakGunRes->x2c_bombExplode}));
TLockedToken<CGenDescription> pbExplode =
g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), g_tweakGunRes->x30_powerBombExplode});
x784_bombEffects[1].push_back(pbExplode);
x784_bombEffects[1].push_back(pbExplode);
}
void CPlayerGun::InitMuzzleData() {
for (const auto& muzzleID : g_tweakGunRes->xa4_auxMuzzle) {
x7c0_auxMuzzleEffects.push_back(g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), muzzleID}));
x800_auxMuzzleGenerators.emplace_back(std::make_unique<CElementGen>(x7c0_auxMuzzleEffects.back()));
x800_auxMuzzleGenerators.back()->SetParticleEmission(false);
}
}
void CPlayerGun::InitCTData() { x77c_comboXferGen.reset(); }
void CPlayerGun::LoadHandAnimTokens() {
std::set<CPrimitive> prims;
for (int i = 0; i < 3; ++i) {
CAnimPlaybackParms parms(i, -1, 1.f, true);
x6e0_rightHandModel.GetAnimationData()->GetAnimationPrimitives(parms, prims);
}
CAnimData::PrimitiveSetToTokenVector(prims, x540_handAnimTokens, true);
}
void CPlayerGun::TakeDamage(bool bigStrike, bool notFromMetroid, CStateManager& mgr) {
bool hasStrikeAngle = false;
float angle = 0.f;
if (x398_damageAmt >= 10.f && !bigStrike && (x2f8_stateFlags & 0x10) != 0x10 && !x832_26_comboFiring &&
x384_gunStrikeDelayTimer <= 0.f) {
x384_gunStrikeDelayTimer = 20.f;
x364_gunStrikeCoolTimer = 0.75f;
if (x678_morph.GetGunState() == CGunMorph::EGunState::OutWipeDone) {
zeus::CVector3f localDamageLoc = mgr.GetPlayer().GetTransform().transposeRotate(x3dc_damageLocation);
angle = zeus::CRelAngle(std::atan2(localDamageLoc.y(), localDamageLoc.x())).asRel().asDegrees();
hasStrikeAngle = true;
}
}
if (hasStrikeAngle || bigStrike) {
if (mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan) {
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::Struck, mgr, angle, bigStrike);
if ((bigStrike && notFromMetroid) || x833_31_inFreeLook)
x740_grappleArm->EnterStruck(mgr, angle, bigStrike, !x833_31_inFreeLook);
}
}
x398_damageAmt = 0.f;
x3dc_damageLocation = zeus::skZero3f;
}
void CPlayerGun::CreateGunLight(CStateManager& mgr) {
if (x53c_lightId != kInvalidUniqueId)
return;
x53c_lightId = mgr.AllocateUniqueId();
CGameLight* light =
new CGameLight(x53c_lightId, kInvalidAreaId, false, "GunLite", x3e8_xf, x538_playerId,
CLight::BuildDirectional(zeus::skForward, zeus::skBlack), x53c_lightId.Value(), 0, 0.f);
mgr.AddObject(light);
}
void CPlayerGun::DeleteGunLight(CStateManager& mgr) {
if (x53c_lightId == kInvalidUniqueId)
return;
mgr.FreeScriptObject(x53c_lightId);
x53c_lightId = kInvalidUniqueId;
}
void CPlayerGun::UpdateGunLight(const zeus::CTransform& xf, CStateManager& mgr) {
if (x53c_lightId == kInvalidUniqueId || x32c_chargePhase == EChargePhase::NotCharging)
return;
if (TCastToPtr<CGameLight> light = mgr.ObjectById(x53c_lightId)) {
if (light->GetActive()) {
CElementGen* chargeFx = x72c_currentBeam->GetChargeMuzzleFx();
light->SetTransform(xf);
light->SetTranslation(xf.origin);
if (chargeFx && chargeFx->SystemHasLight()) {
CLight l = chargeFx->GetLight();
l.SetColor(zeus::CColor::lerp(zeus::skClear, l.GetColor(), x340_chargeBeamFactor));
light->SetLight(l);
}
}
}
}
void CPlayerGun::SetGunLightActive(bool active, CStateManager& mgr) {
if (x53c_lightId == kInvalidUniqueId)
return;
if (TCastToPtr<CGameLight> light = mgr.ObjectById(x53c_lightId)) {
light->SetActive(active);
if (active) {
if (CElementGen* gen = x72c_currentBeam->GetChargeMuzzleFx()) {
if (gen->SystemHasLight()) {
CLight genLight = gen->GetLight();
genLight.SetColor(zeus::skBlack);
light->SetLight(genLight);
}
}
}
}
}
void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) {
const CPlayer& player = mgr.GetPlayer();
bool isUnmorphed = player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
switch (msg) {
case EScriptObjectMessage::Registered: {
CreateGunLight(mgr);
x320_currentAuxBeam = x314_nextBeam = x310_currentBeam = mgr.GetPlayerState()->GetCurrentBeam();
x72c_currentBeam = x738_nextBeam = x760_selectableBeams[size_t(x310_currentBeam)];
x72c_currentBeam->Load(mgr, true);
x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
x744_auxWeapon->Load(x310_currentBeam, mgr);
const CAnimPlaybackParms parms(skBeamAnimIds[size_t(mgr.GetPlayerState()->GetCurrentBeam())], -1, 1.f, true);
x6e0_rightHandModel.GetAnimationData()->SetAnimation(parms, false);
break;
}
case EScriptObjectMessage::Deleted:
DeleteGunLight(mgr);
break;
case EScriptObjectMessage::UpdateSplashInhabitant:
if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::PhazonSuit) && isUnmorphed) {
if (TCastToConstPtr<CScriptWater> water = mgr.GetObjectById(sender)) {
if (water->GetFluidPlane().GetFluidType() == EFluidType::PhazonFluid) {
x835_24_canFirePhazon = true;
x835_25_inPhazonBeam = true;
}
}
}
if (player.GetDistanceUnderWater() > player.GetEyeHeight()) {
x834_27_underwater = true;
if (x744_auxWeapon->IsComboFxActive(mgr) && x310_currentBeam != CPlayerState::EBeamId::Wave)
StopContinuousBeam(mgr, false);
} else {
x834_27_underwater = false;
}
break;
case EScriptObjectMessage::RemoveSplashInhabitant:
x834_27_underwater = false;
x835_24_canFirePhazon = false;
break;
case EScriptObjectMessage::AddPhazonPoolInhabitant:
x835_30_inPhazonPool = true;
if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::PhazonSuit) && isUnmorphed)
x835_24_canFirePhazon = true;
break;
case EScriptObjectMessage::UpdatePhazonPoolInhabitant:
x835_30_inPhazonPool = true;
if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::PhazonSuit) && isUnmorphed) {
x835_24_canFirePhazon = true;
x835_25_inPhazonBeam = true;
if (x833_28_phazonBeamActive && static_cast<CPhazonBeam*>(x72c_currentBeam)->IsFiring()) {
if (TCastToPtr<CEntity> ent = mgr.ObjectById(sender)) {
mgr.SendScriptMsg(ent.GetPtr(), x538_playerId, EScriptObjectMessage::Decrement);
}
}
}
break;
case EScriptObjectMessage::RemovePhazonPoolInhabitant:
x835_30_inPhazonPool = false;
x835_24_canFirePhazon = false;
break;
case EScriptObjectMessage::Damage: {
bool bigStrike = false;
bool metroidAttached = false;
if (TCastToConstPtr<CEnergyProjectile> proj = mgr.GetObjectById(sender)) {
if ((proj->GetAttribField() & EProjectileAttrib::BigStrike) == EProjectileAttrib::BigStrike) {
x394_damageTimer = proj->GetDamageDuration();
bigStrike = true;
}
} else if (TCastToConstPtr<CPatterned> ai = mgr.GetObjectById(sender)) {
if (ai->IsMakingBigStrike()) {
x394_damageTimer = ai->GetDamageDuration();
bigStrike = true;
if (player.GetAttachedActor() != kInvalidUniqueId) {
metroidAttached = CPatterned::CastTo<MP1::CMetroid>(mgr.GetObjectById(player.GetAttachedActor())) != nullptr;
}
}
}
if (!x834_30_inBigStrike) {
if (bigStrike) {
x834_31_gunMotionInFidgetBasePosition = false;
CancelFiring(mgr);
}
TakeDamage(bigStrike, !metroidAttached, mgr);
x834_30_inBigStrike = bigStrike;
}
break;
}
case EScriptObjectMessage::OnFloor:
if (player.GetControlsFrozen() && !x834_30_inBigStrike) {
x2f4_fireButtonStates = 0;
x2ec_lastFireButtonStates = 0;
CancelFiring(mgr);
TakeDamage(true, false, mgr);
x394_damageTimer = 0.75f;
x834_30_inBigStrike = true;
}
break;
default:
break;
}
x740_grappleArm->AcceptScriptMsg(msg, sender, mgr);
x758_plasmaBeam->AcceptScriptMsg(msg, sender, mgr);
x75c_phazonBeam->AcceptScriptMsg(msg, sender, mgr);
x744_auxWeapon->AcceptScriptMsg(msg, sender, mgr);
}
void CPlayerGun::AsyncLoadSuit(CStateManager& mgr) {
x72c_currentBeam->AsyncLoadSuitArm(mgr);
x740_grappleArm->AsyncLoadSuit(mgr);
}
void CPlayerGun::TouchModel(const CStateManager& mgr) {
if (mgr.GetPlayer().GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed) {
x73c_gunMotion->GetModelData().Touch(mgr, 0);
switch (x33c_phazonBeamState) {
case EPhazonBeamState::Entering:
if (x75c_phazonBeam)
x75c_phazonBeam->Touch(mgr);
break;
case EPhazonBeamState::Exiting:
if (x738_nextBeam)
x738_nextBeam->Touch(mgr);
break;
default:
if (!x833_28_phazonBeamActive)
x72c_currentBeam->Touch(mgr);
else
x75c_phazonBeam->Touch(mgr);
break;
}
x72c_currentBeam->TouchHolo(mgr);
x740_grappleArm->TouchModel(mgr);
x6e0_rightHandModel.Touch(mgr, 0);
}
if (x734_loadingBeam) {
x734_loadingBeam->Touch(mgr);
x734_loadingBeam->TouchHolo(mgr);
}
}
void CPlayerGun::DamageRumble(const zeus::CVector3f& location, float damage, const CStateManager& mgr) {
x398_damageAmt = damage;
x3dc_damageLocation = location;
}
void CPlayerGun::StopChargeSound(CStateManager& mgr) {
if (x2e0_chargeSfx) {
CSfxManager::SfxStop(x2e0_chargeSfx);
x2e0_chargeSfx.reset();
}
if (x830_chargeRumbleHandle != -1) {
mgr.GetRumbleManager().StopRumble(x830_chargeRumbleHandle);
x830_chargeRumbleHandle = -1;
}
}
void CPlayerGun::ResetCharge(CStateManager& mgr, bool resetBeam) {
if (x32c_chargePhase != EChargePhase::NotCharging)
StopChargeSound(mgr);
if ((x2f8_stateFlags & 0x8) != 0x8 && (x2f8_stateFlags & 0x10) != 0x10) {
bool doResetBeam =
mgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Morphed || resetBeam;
if (x832_27_chargeAnimStarted || doResetBeam)
PlayAnim(NWeaponTypes::EGunAnimType::BasePosition, false);
if (doResetBeam)
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::None);
if ((x2f8_stateFlags & 0x2) != 0x2 || x330_chargeState != EChargeState::Normal) {
if ((x2f8_stateFlags & 0x8) != 0x8) {
x2f8_stateFlags |= 0x1;
x2f8_stateFlags &= 0xFFE9;
}
x318_comboAmmoIdx = 0;
x31c_missileMode = EMissileMode::Inactive;
}
}
x32c_chargePhase = EChargePhase::NotCharging;
x330_chargeState = EChargeState::Normal;
x320_currentAuxBeam = x310_currentBeam;
x833_30_canShowAuxMuzzleEffect = true;
x832_27_chargeAnimStarted = false;
x832_26_comboFiring = false;
x344_comboXferTimer = 0.f;
}
bool CPlayerGun::ExitMissile() {
if ((x2f8_stateFlags & 0x1) == 0x1)
return true;
if ((x2f8_stateFlags & 0x10) == 0x10 || x338_nextState == ENextState::ExitMissile)
return false;
x338_nextState = ENextState::ExitMissile;
PlayAnim(NWeaponTypes::EGunAnimType::FromMissile, false);
return false;
}
void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr) {
const CPlayerState& playerState = *mgr.GetPlayerState();
float maxBeamInput = 0.f;
CPlayerState::EBeamId selectBeam = CPlayerState::EBeamId::Invalid;
for (size_t i = 0; i < skBeamArr.size(); ++i) {
if (playerState.HasPowerUp(skBeamArr[i])) {
const float inputVal = ControlMapper::GetAnalogInput(mBeamCtrlCmd[i], input);
if (inputVal > 0.65f && inputVal > maxBeamInput) {
maxBeamInput = inputVal;
selectBeam = CPlayerState::EBeamId(i);
}
}
}
if (selectBeam == CPlayerState::EBeamId::Invalid)
return;
x833_25_ = true;
if (x310_currentBeam != selectBeam && playerState.HasPowerUp(skBeamArr[size_t(selectBeam)])) {
x314_nextBeam = selectBeam;
u32 flags = 0;
if ((x2f8_stateFlags & 0x10) == 0x10)
flags = 0x10;
flags |= 0x8;
x2f8_stateFlags = flags;
PlayAnim(NWeaponTypes::EGunAnimType::FromBeam, false);
if (x833_31_inFreeLook || x744_auxWeapon->IsComboFxActive(mgr) || x832_26_comboFiring) {
x832_30_requestReturnToDefault = true;
x740_grappleArm->EnterIdle(mgr);
}
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::None);
x338_nextState = ENextState::ChangeWeapon;
x2e4_invalidSfx.reset();
} else if (playerState.HasPowerUp(skBeamArr[size_t(selectBeam)])) {
if (ExitMissile()) {
if (!CSfxManager::IsPlaying(x2e4_invalidSfx))
x2e4_invalidSfx = NWeaponTypes::play_sfx(SFXwpn_empty_action, x834_27_underwater, false, 0.165f);
} else {
x2e4_invalidSfx.reset();
}
}
}
void CPlayerGun::SetPhazonBeamMorph(bool intoPhazonBeam) {
x39c_phazonMorphT = intoPhazonBeam ? 0.f : 1.f;
x835_27_intoPhazonBeam = intoPhazonBeam;
x835_26_phazonBeamMorphing = true;
}
void CPlayerGun::Reset(CStateManager& mgr, bool b1) {
x72c_currentBeam->Reset(mgr);
x832_25_chargeEffectVisible = false;
x832_24_coolingCharge = false;
x833_26_ = false;
x348_chargeCooldownTimer = 0.f;
SetGunLightActive(false, mgr);
if ((x2f8_stateFlags & 0x10) != 0x10) {
if (!b1 && (x2f8_stateFlags & 0x2) != 0x2) {
if ((x2f8_stateFlags & 0x8) != 0x8) {
x2f8_stateFlags |= 0x1;
x2f8_stateFlags &= 0xFFE9;
}
x318_comboAmmoIdx = 0;
x31c_missileMode = EMissileMode::Inactive;
}
} else {
x2f8_stateFlags &= ~0x7;
}
}
void CPlayerGun::ResetBeamParams(CStateManager& mgr, const CPlayerState& playerState, bool playSelectionSfx) {
StopContinuousBeam(mgr, true);
if (playerState.ItemEnabled(CPlayerState::EItemType::ChargeBeam)) {
ResetCharge(mgr, false);
}
const CAnimPlaybackParms parms(skBeamAnimIds[size_t(x314_nextBeam)], -1, 1.f, true);
x6e0_rightHandModel.GetAnimationData()->SetAnimation(parms, false);
Reset(mgr, false);
if (playSelectionSfx) {
CSfxManager::SfxStart(SFXwpn_morph_out_wipe, 1.f, 0.f, true, 0x7f, false, kInvalidAreaId);
}
x2ec_lastFireButtonStates &= ~0x1;
x320_currentAuxBeam = x310_currentBeam;
x833_30_canShowAuxMuzzleEffect = true;
}
void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {
if (x338_nextState != ENextState::ChangeWeapon)
x72c_currentBeam->PlayAnim(type, loop);
u16 sfx = 0xffff;
switch (type) {
case NWeaponTypes::EGunAnimType::FromMissile:
x2f8_stateFlags &= ~0x4;
sfx = skFromMissileSound[size_t(x310_currentBeam)];
break;
case NWeaponTypes::EGunAnimType::MissileReload:
sfx = SFXwpn_reload_missile;
break;
case NWeaponTypes::EGunAnimType::FromBeam:
sfx = skFromBeamSound[size_t(x310_currentBeam)];
break;
case NWeaponTypes::EGunAnimType::ToMissile:
x2f8_stateFlags &= ~0x1;
sfx = skToMissileSound[size_t(x310_currentBeam)];
break;
default:
break;
}
if (sfx != 0xffff)
NWeaponTypes::play_sfx(sfx, x834_27_underwater, false, 0.165f);
}
void CPlayerGun::CancelCharge(CStateManager& mgr, bool withEffect) {
if (withEffect) {
x32c_chargePhase = EChargePhase::ChargeCooldown;
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::CancelCharge);
} else {
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::None);
}
x834_24_charging = false;
x348_chargeCooldownTimer = 0.f;
x72c_currentBeam->ActivateCharge(false, false);
SetGunLightActive(false, mgr);
}
void CPlayerGun::HandlePhazonBeamChange(CStateManager& mgr) {
bool inMorph = false;
switch (x33c_phazonBeamState) {
case EPhazonBeamState::Inactive:
SetPhazonBeamMorph(true);
x338_nextState = ENextState::EnterPhazonBeam;
inMorph = true;
break;
case EPhazonBeamState::Active:
if (!x835_24_canFirePhazon) {
SetPhazonBeamMorph(true);
x338_nextState = ENextState::ExitPhazonBeam;
inMorph = true;
if (x75c_phazonBeam) {
x75c_phazonBeam->SetClipWipeActive(false);
x75c_phazonBeam->SetVeinsAlphaActive(true);
}
}
break;
default:
break;
}
if (inMorph) {
ResetBeamParams(mgr, *mgr.GetPlayerState(), true);
x2f8_stateFlags = 0x8;
PlayAnim(NWeaponTypes::EGunAnimType::FromBeam, false);
if (x833_31_inFreeLook) {
x832_30_requestReturnToDefault = true;
x740_grappleArm->EnterIdle(mgr);
}
CancelCharge(mgr, false);
}
}
void CPlayerGun::HandleWeaponChange(const CFinalInput& input, CStateManager& mgr) {
x833_25_ = false;
if (ControlMapper::GetPressInput(ControlMapper::ECommands::Morph, input)) {
StopContinuousBeam(mgr, true);
}
if ((x2f8_stateFlags & 0x8) != 0x8) {
if (!x835_25_inPhazonBeam) {
HandleBeamChange(input, mgr);
} else {
HandlePhazonBeamChange(mgr);
}
}
}
void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr) {
CPlayerState& state = *mgr.GetPlayerState();
bool damageNotMorphed =
(x834_30_inBigStrike && mgr.GetPlayer().GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed);
if (x832_24_coolingCharge || damageNotMorphed || (x2f8_stateFlags & 0x8) == 0x8) {
return;
}
if (state.HasPowerUp(CPlayerState::EItemType::ChargeBeam)) {
if (!state.ItemEnabled(CPlayerState::EItemType::ChargeBeam))
state.EnableItem(CPlayerState::EItemType::ChargeBeam);
} else if (state.ItemEnabled(CPlayerState::EItemType::ChargeBeam)) {
state.DisableItem(CPlayerState::EItemType::ChargeBeam);
ResetCharge(mgr, false);
}
switch (mgr.GetPlayer().GetMorphballTransitionState()) {
default:
x2f4_fireButtonStates = 0;
break;
case CPlayer::EPlayerMorphBallState::Unmorphed:
if ((x2f8_stateFlags & 0x10) != 0x10)
HandleWeaponChange(input, mgr);
[[fallthrough]];
case CPlayer::EPlayerMorphBallState::Morphed:
x2f4_fireButtonStates = ControlMapper::GetDigitalInput(ControlMapper::ECommands::FireOrBomb, input) ? 1 : 0;
x2f4_fireButtonStates |=
ControlMapper::GetDigitalInput(ControlMapper::ECommands::MissileOrPowerBomb, input) ? 2 : 0;
break;
}
}
void CPlayerGun::UnLoadFidget() {
if ((x2fc_fidgetAnimBits & 0x1) == 0x1)
x73c_gunMotion->GunController().UnLoadFidget();
if ((x2fc_fidgetAnimBits & 0x2) == 0x2)
x72c_currentBeam->UnLoadFidget();
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
if (CGunController* gc = x740_grappleArm->GunController())
gc->UnLoadFidget();
x2fc_fidgetAnimBits = 0;
}
void CPlayerGun::ReturnArmAndGunToDefault(CStateManager& mgr, bool returnToDefault) {
if (returnToDefault || !x833_31_inFreeLook) {
x73c_gunMotion->ReturnToDefault(mgr, false);
x740_grappleArm->ReturnToDefault(mgr, 0.f, false);
}
if (!x834_25_gunMotionFidgeting)
x72c_currentBeam->ReturnToDefault(mgr);
x834_25_gunMotionFidgeting = false;
}
void CPlayerGun::ReturnToRestPose() {
if (x832_31_inRestPose)
return;
if ((x2f8_stateFlags & 0x1) == 0x1)
PlayAnim(NWeaponTypes::EGunAnimType::BasePosition, false);
else if ((x2f8_stateFlags & 0x4) == 0x4)
PlayAnim(NWeaponTypes::EGunAnimType::ToMissile, false);
x832_31_inRestPose = true;
}
void CPlayerGun::ResetIdle(CStateManager& mgr) {
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::GunFireNoBob, mgr);
if (x3a4_fidget.GetState() != CFidget::EState::NoFidget) {
if (x3a4_fidget.GetState() == CFidget::EState::Loading)
UnLoadFidget();
ReturnArmAndGunToDefault(mgr, true);
}
x3a4_fidget.ResetAll();
ReturnToRestPose();
if (x324_idleState != EIdleState::NotIdle)
x324_idleState = EIdleState::NotIdle;
if (!x740_grappleArm->GetActive())
x834_26_animPlaying = false;
}
void CPlayerGun::CancelFiring(CStateManager& mgr) {
if (x32c_chargePhase == EChargePhase::ComboFireDone)
ReturnArmAndGunToDefault(mgr, true);
if ((x2f8_stateFlags & 0x10) == 0x10) {
StopContinuousBeam(mgr, true);
if ((x2f8_stateFlags & 0x8) == 0x8) {
x2f8_stateFlags |= 0x1;
x2f8_stateFlags &= 0xFFE9;
}
x318_comboAmmoIdx = 0;
x31c_missileMode = EMissileMode::Inactive;
}
if (x32c_chargePhase != EChargePhase::NotCharging) {
x72c_currentBeam->ActivateCharge(false, false);
SetGunLightActive(false, mgr);
ResetCharge(mgr, true);
}
Reset(mgr, (x2f8_stateFlags & 0x2) == 0x2);
}
float CPlayerGun::GetBeamVelocity() const {
if (x72c_currentBeam->IsLoaded())
return x72c_currentBeam->GetVelocityInfo().GetVelocity(int(x330_chargeState)).y();
return 10.f;
}
void CPlayerGun::StopContinuousBeam(CStateManager& mgr, bool b1) {
if ((x2f8_stateFlags & 0x10) == 0x10) {
ReturnArmAndGunToDefault(mgr, false);
x744_auxWeapon->StopComboFx(mgr, b1);
switch (x310_currentBeam) {
case CPlayerState::EBeamId::Power:
case CPlayerState::EBeamId::Wave:
case CPlayerState::EBeamId::Plasma:
// All except ice
if (x310_currentBeam != CPlayerState::EBeamId::Power || x833_28_phazonBeamActive) {
x72c_currentBeam->EnableSecondaryFx(b1 ? CGunWeapon::ESecondaryFxType::None
: CGunWeapon::ESecondaryFxType::CancelCharge);
}
break;
default:
break;
}
} else if (x833_28_phazonBeamActive) {
if (static_cast<CPhazonBeam*>(x72c_currentBeam)->IsFiring())
static_cast<CPhazonBeam*>(x72c_currentBeam)->StopBeam(mgr, b1);
} else if (x310_currentBeam == CPlayerState::EBeamId::Plasma) {
if (static_cast<CPlasmaBeam*>(x72c_currentBeam)->IsFiring())
static_cast<CPlasmaBeam*>(x72c_currentBeam)->StopBeam(mgr, b1);
}
}
void CPlayerGun::CMotionState::Update(bool firing, float dt, zeus::CTransform& xf, CStateManager& mgr) {
if (firing) {
x24_fireState = EFireState::StartFire;
x8_fireTime = 0.f;
} else if (x24_fireState != EFireState::NotFiring) {
if (x8_fireTime > dt)
x24_fireState = EFireState::Firing;
x8_fireTime += dt;
}
if (x0_24_extendParabola && x20_state == EMotionState::LockOn) {
float extendT = xc_curExtendDist / gGunExtendDistance;
xf = xf * zeus::CTransform(zeus::CMatrix3f::RotateZ(zeus::degToRad(extendT * -4.f * (extendT - 1.f) * 15.f)),
{0.f, xc_curExtendDist, 0.f});
} else if (x24_fireState == EFireState::StartFire || x24_fireState == EFireState::Firing) {
if (std::fabs(x14_rotationT - 1.f) < 0.1f) {
x18_startRotation = x1c_endRotation;
x14_rotationT = 0.f;
if (x24_fireState == EFireState::StartFire) {
x1c_endRotation = mgr.GetActiveRandom()->Next() % 15;
x1c_endRotation *= (mgr.GetActiveRandom()->Next() % 100) > 45 ? 1.f : -1.f;
} else {
x1c_endRotation = 0.f;
if (x18_startRotation == x1c_endRotation) {
x10_curRotation = x1c_endRotation;
x24_fireState = EFireState::NotFiring;
}
}
} else {
x10_curRotation = (x1c_endRotation - x18_startRotation) * x14_rotationT + x18_startRotation;
}
x14_rotationT += (1.f - x14_rotationT) * 0.8f * (10.f * dt);
zeus::CTransform tmpXf =
zeus::CQuaternion::fromAxisAngle(xf.frontVector(), zeus::degToRad(x10_curRotation)).toTransform() *
xf.getRotation();
tmpXf.origin = xf.origin;
xf = tmpXf * zeus::CTransform::Translate(0.f, xc_curExtendDist, 0.f);
} else {
xf = xf * zeus::CTransform::Translate(0.f, xc_curExtendDist, 0.f);
}
switch (x20_state) {
case EMotionState::LockOn:
xc_curExtendDist += 3.f * dt;
if (xc_curExtendDist > gGunExtendDistance) {
xc_curExtendDist = gGunExtendDistance;
x20_state = EMotionState::One;
x0_24_extendParabola = false;
}
break;
case EMotionState::CancelLockOn:
xc_curExtendDist -= 3.f * dt;
if (xc_curExtendDist < 0.f) {
xc_curExtendDist = 0.f;
x20_state = EMotionState::Zero;
}
break;
default:
break;
}
if (!x0_24_extendParabola) {
if (x4_extendParabolaDelayTimer < 30.f) {
x4_extendParabolaDelayTimer += dt;
} else {
x0_24_extendParabola = true;
x4_extendParabolaDelayTimer = 0.f;
}
}
}
void CPlayerGun::ChangeWeapon(const CPlayerState& playerState, CStateManager& mgr) {
if (x730_outgoingBeam != nullptr && x72c_currentBeam != x730_outgoingBeam)
x730_outgoingBeam->Unload(mgr);
x734_loadingBeam = x760_selectableBeams[size_t(x314_nextBeam)];
if (x734_loadingBeam && x72c_currentBeam != x734_loadingBeam) {
x734_loadingBeam->Load(mgr, false);
x744_auxWeapon->Load(x314_nextBeam, mgr);
}
x72c_currentBeam->EnableFx(false);
x834_28_requestImmediateRecharge = x32c_chargePhase != EChargePhase::NotCharging;
ResetBeamParams(mgr, playerState, true);
x678_morph.StartWipe(CGunMorph::EDir::In);
}
void CPlayerGun::GetLctrWithShake(zeus::CTransform& xfOut, const CModelData& mData, std::string_view lctrName,
bool shake, bool dyn) const {
if (dyn)
xfOut = mData.GetScaledLocatorTransformDynamic(lctrName, nullptr);
else
xfOut = mData.GetScaledLocatorTransform(lctrName);
if (x834_24_charging && shake)
xfOut.origin += zeus::CVector3f(x34c_shakeX, 0.f, x350_shakeZ);
}
void CPlayerGun::UpdateLeftArmTransform(const CModelData& mData, const CStateManager& mgr) {
if (x834_26_animPlaying)
x740_grappleArm->AuxTransform() = zeus::CTransform();
else
GetLctrWithShake(x740_grappleArm->AuxTransform(), mData, "elbow", true, false);
x740_grappleArm->AuxTransform().origin = x740_grappleArm->AuxTransform() * zeus::CVector3f(-0.9f, -0.4f, 0.4f);
x740_grappleArm->SetTransform(x3e8_xf);
}
CPlayerGun::CGunMorph::EMorphEvent CPlayerGun::CGunMorph::Update(float inY, float outY, float dt) {
EMorphEvent ret = EMorphEvent::None;
if (x20_gunState == EGunState::InWipeDone) {
x14_remHoldTime -= dt;
if (x14_remHoldTime <= 0.f && x24_25_weaponChanged) {
StartWipe(EDir::Out);
x24_25_weaponChanged = false;
x14_remHoldTime = 0.f;
ret = EMorphEvent::InWipeDone;
}
}
if (x24_24_morphing) {
float omt = x8_remTime * xc_speed;
float t = 1.f - omt;
if (x1c_dir == EDir::In) {
x0_yLerp = omt * outY + t * inY;
x18_transitionFactor = omt;
} else {
x0_yLerp = omt * inY + t * outY;
x18_transitionFactor = t;
}
if (x8_remTime <= 0.f) {
x24_24_morphing = false;
x8_remTime = 0.f;
if (x1c_dir == EDir::In) {
x20_gunState = EGunState::InWipeDone;
x18_transitionFactor = 0.f;
} else {
x18_transitionFactor = 1.f;
x20_gunState = EGunState::OutWipeDone;
x1c_dir = EDir::Done;
ret = EMorphEvent::OutWipeDone;
}
} else {
x8_remTime -= dt;
}
}
return ret;
}
void CPlayerGun::CGunMorph::StartWipe(EDir dir) {
x14_remHoldTime = x10_holoHoldTime;
if (dir == EDir::In && x20_gunState == EGunState::InWipeDone)
return;
if (dir != x1c_dir && x20_gunState != EGunState::OutWipe) {
x8_remTime = x4_gunTransformTime;
xc_speed = 1.f / x4_gunTransformTime;
} else if (x20_gunState != EGunState::InWipe) {
x8_remTime = x4_gunTransformTime - x8_remTime;
}
x1c_dir = dir;
x20_gunState = x1c_dir == EDir::In ? EGunState::InWipe : EGunState::OutWipe;
x24_24_morphing = true;
}
void CPlayerGun::ProcessGunMorph(float dt, CStateManager& mgr) {
bool isUnmorphed = mgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
switch (x678_morph.GetGunState()) {
case CGunMorph::EGunState::InWipeDone:
if (x310_currentBeam != x314_nextBeam && x734_loadingBeam != nullptr) {
if (!isUnmorphed)
x734_loadingBeam->Touch(mgr);
if (x734_loadingBeam->IsLoaded() && x744_auxWeapon->IsLoaded()) {
x730_outgoingBeam = (x734_loadingBeam == x72c_currentBeam ? nullptr : x72c_currentBeam);
x734_loadingBeam = nullptr;
x310_currentBeam = x314_nextBeam;
x320_currentAuxBeam = x314_nextBeam;
x833_30_canShowAuxMuzzleEffect = true;
x72c_currentBeam = x760_selectableBeams[size_t(x314_nextBeam)];
x738_nextBeam = x72c_currentBeam;
x678_morph.SetWeaponChanged();
mgr.GetPlayerState()->SetCurrentBeam(x314_nextBeam);
}
}
break;
case CGunMorph::EGunState::InWipe:
case CGunMorph::EGunState::OutWipe:
x774_holoTransitionGen->SetGlobalScale(sGunScale);
x774_holoTransitionGen->SetGlobalTranslation(zeus::CVector3f(0.f, x678_morph.GetYLerp(), 0.f));
x774_holoTransitionGen->Update(dt);
break;
default:
break;
}
switch (x678_morph.Update(0.2f, 1.292392f, dt)) {
case CGunMorph::EMorphEvent::InWipeDone:
CSfxManager::SfxStart(SFXwpn_morph_in_wipe_done, 1.f, 0.f, true, 0x74, false, kInvalidAreaId);
break;
case CGunMorph::EMorphEvent::OutWipeDone:
if (x730_outgoingBeam != nullptr && x72c_currentBeam != x730_outgoingBeam) {
x730_outgoingBeam->Unload(mgr);
x730_outgoingBeam = nullptr;
}
if (isUnmorphed) {
NWeaponTypes::play_sfx(skIntoBeamSound[size_t(x310_currentBeam)], x834_27_underwater, false, 0.165f);
}
x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
x72c_currentBeam->EnableFx(true);
PlayAnim(NWeaponTypes::EGunAnimType::ToBeam, false);
if (x833_31_inFreeLook)
EnterFreeLook(mgr);
else if (x832_30_requestReturnToDefault)
ReturnArmAndGunToDefault(mgr, false);
if (x834_28_requestImmediateRecharge || (x2ec_lastFireButtonStates & 0x1) != 0) {
if (mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan)
x32c_chargePhase = EChargePhase::ChargeRequested;
x834_28_requestImmediateRecharge = false;
}
x832_30_requestReturnToDefault = false;
x338_nextState = ENextState::SetupBeam;
break;
default:
break;
}
}
void CPlayerGun::SetPhazonBeamFeedback(bool active) {
const char16_t* str = g_MainStringTable->GetString(21); // Hyper-mode
CHUDMemoParms parms(5.f, true, !active, false);
MP1::CSamusHud::DisplayHudMemo(str, parms);
if (CSfxManager::IsPlaying(x2e8_phazonBeamSfx))
CSfxManager::SfxStop(x2e8_phazonBeamSfx);
x2e8_phazonBeamSfx.reset();
if (active)
x2e8_phazonBeamSfx = NWeaponTypes::play_sfx(SFXphg_charge_lp, x834_27_underwater, false, 0.165f);
}
void CPlayerGun::StartPhazonBeamTransition(bool active, CStateManager& mgr, CPlayerState& playerState) {
if (x833_28_phazonBeamActive == active) {
return;
}
x760_selectableBeams[size_t(x310_currentBeam)]->Unload(mgr);
x760_selectableBeams[size_t(x310_currentBeam)] = active ? x75c_phazonBeam.get() : x738_nextBeam;
ResetBeamParams(mgr, playerState, false);
x72c_currentBeam = x760_selectableBeams[size_t(x310_currentBeam)];
x833_28_phazonBeamActive = active;
SetPhazonBeamFeedback(active);
x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
x72c_currentBeam->EnableFx(true);
x72c_currentBeam->SetDrawHologram(false);
PlayAnim(NWeaponTypes::EGunAnimType::ToBeam, false);
if (x833_31_inFreeLook)
EnterFreeLook(mgr);
else if (x832_30_requestReturnToDefault)
ReturnArmAndGunToDefault(mgr, false);
x832_30_requestReturnToDefault = false;
}
void CPlayerGun::ProcessPhazonGunMorph(float dt, CStateManager& mgr) {
if (x835_26_phazonBeamMorphing) {
if (x835_27_intoPhazonBeam) {
x39c_phazonMorphT += 15.f * dt;
if (x39c_phazonMorphT > 1.f)
x39c_phazonMorphT = 1.f;
} else {
x39c_phazonMorphT -= 2.f * dt;
if (x39c_phazonMorphT < 0.f) {
x835_26_phazonBeamMorphing = false;
x39c_phazonMorphT = 0.f;
}
}
}
switch (x33c_phazonBeamState) {
case EPhazonBeamState::Entering:
if (x75c_phazonBeam) {
x75c_phazonBeam->Update(dt, mgr);
if (x75c_phazonBeam->IsLoaded()) {
StartPhazonBeamTransition(true, mgr, *mgr.GetPlayerState());
SetPhazonBeamMorph(false);
x33c_phazonBeamState = EPhazonBeamState::Active;
x338_nextState = ENextState::SetupBeam;
}
}
break;
case EPhazonBeamState::Exiting:
if (x738_nextBeam) {
x738_nextBeam->Update(dt, mgr);
if (x738_nextBeam->IsLoaded()) {
x835_25_inPhazonBeam = false;
StartPhazonBeamTransition(false, mgr, *mgr.GetPlayerState());
SetPhazonBeamMorph(false);
x33c_phazonBeamState = EPhazonBeamState::Inactive;
x338_nextState = ENextState::SetupBeam;
}
}
break;
default:
break;
}
}
void CPlayerGun::EnableChargeFx(EChargeState state, CStateManager& mgr) {
x72c_currentBeam->ActivateCharge(true, false);
SetGunLightActive(true, mgr);
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::Charge);
StopContinuousBeam(mgr, false);
switch (x310_currentBeam) {
case CPlayerState::EBeamId::Plasma:
case CPlayerState::EBeamId::Power:
x832_25_chargeEffectVisible = true;
break;
default:
break;
}
x2f8_stateFlags |= 0x7;
x318_comboAmmoIdx = 1;
x338_nextState = ENextState::StatusQuo;
x833_30_canShowAuxMuzzleEffect = true;
x800_auxMuzzleGenerators[size_t(x320_currentAuxBeam)] =
std::make_unique<CElementGen>(x7c0_auxMuzzleEffects[size_t(x320_currentAuxBeam)]);
x800_auxMuzzleGenerators[size_t(x320_currentAuxBeam)]->SetParticleEmission(true);
}
void CPlayerGun::UpdateChargeState(float dt, CStateManager& mgr) {
switch (x32c_chargePhase) {
case EChargePhase::ChargeRequested:
x340_chargeBeamFactor = 0.f;
x330_chargeState = EChargeState::Normal;
x832_27_chargeAnimStarted = false;
x834_24_charging = true;
x32c_chargePhase = EChargePhase::AnimAndSfx;
break;
case EChargePhase::AnimAndSfx:
if (!x832_27_chargeAnimStarted) {
if (x340_chargeBeamFactor > kChargeStart && x832_25_chargeEffectVisible) {
x832_25_chargeEffectVisible = false;
}
if (x340_chargeBeamFactor > kChargeAnimStart) {
PlayAnim(NWeaponTypes::EGunAnimType::ChargeUp, false);
if (!x2e0_chargeSfx) {
x2e0_chargeSfx =
NWeaponTypes::play_sfx(skBeamChargeUpSound[size_t(x310_currentBeam)], x834_27_underwater, true, 0.165f);
}
if (x830_chargeRumbleHandle == -1) {
x830_chargeRumbleHandle =
mgr.GetRumbleManager().Rumble(mgr, ERumbleFxId::PlayerGunCharge, 1.f, ERumblePriority::Three);
}
x832_27_chargeAnimStarted = true;
}
} else {
if (x340_chargeBeamFactor >= kChargeFxStart && (x2f8_stateFlags & 0x8) != 0x8) {
x832_25_chargeEffectVisible = true;
x832_27_chargeAnimStarted = false;
x32c_chargePhase = EChargePhase::FxGrowing;
x330_chargeState = EChargeState::Charged;
EnableChargeFx(EChargeState::Charged, mgr);
PlayAnim(NWeaponTypes::EGunAnimType::ChargeLoop, true);
}
}
break;
case EChargePhase::FxGrowing:
if (x340_chargeBeamFactor >= 1.f)
x32c_chargePhase = EChargePhase::FxGrown;
break;
case EChargePhase::ComboXfer:
if (x344_comboXferTimer >= 1.f) {
x32c_chargePhase = EChargePhase::ComboXferDone;
x832_25_chargeEffectVisible = false;
}
break;
case EChargePhase::ComboXferDone:
x32c_chargePhase = EChargePhase::ComboFire;
x348_chargeCooldownTimer = 0.f;
break;
case EChargePhase::ComboFire:
x740_grappleArm->EnterComboFire(s32(x310_currentBeam), mgr);
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::ComboFire, mgr, 0.f, false);
x72c_currentBeam->PlayPasAnim(SamusGun::EAnimationState::ComboFire, mgr, 0.f);
x833_31_inFreeLook = false;
x32c_chargePhase = EChargePhase::ComboFireDone;
break;
case EChargePhase::ChargeCooldown:
if ((x2f8_stateFlags & 0x10) != 0x10) {
x348_chargeCooldownTimer += dt;
if (x348_chargeCooldownTimer >= 0.3f && x72c_currentBeam->IsChargeAnimOver())
x32c_chargePhase = EChargePhase::ChargeDone;
} else {
x832_24_coolingCharge = false;
}
break;
case EChargePhase::ChargeDone:
ResetCharge(mgr, false);
Reset(mgr, false);
break;
default:
break;
}
if (x2e0_chargeSfx)
CSfxManager::PitchBend(x2e0_chargeSfx, x834_27_underwater ? -1.f : 0.f);
if (x32c_chargePhase > EChargePhase::NotCharging && x32c_chargePhase < EChargePhase::FxGrown) {
x340_chargeBeamFactor += kChargeSpeed * dt;
if (x340_chargeBeamFactor > 1.f)
x340_chargeBeamFactor = 1.f;
}
}
void CPlayerGun::UpdateAuxWeapons(float dt, const zeus::CTransform& targetXf, CStateManager& mgr) {
zeus::CVector3f firePoint =
x4a8_gunWorldXf * x418_beamLocalXf.origin + mgr.GetCameraManager()->GetGlobalCameraTranslation(mgr);
bool done = x744_auxWeapon->UpdateComboFx(dt, sGunScale, firePoint, targetXf, mgr);
if ((x2f8_stateFlags & 0x10) == 0x10) {
if (x310_currentBeam == CPlayerState::EBeamId::Wave && x744_auxWeapon->HasTarget(mgr) == kInvalidUniqueId) {
TUniqueId targetId = GetTargetId(mgr);
if (targetId == kInvalidUniqueId)
targetId = mgr.GetPlayer().GetAimTarget();
x744_auxWeapon->SetNewTarget(targetId, mgr);
}
if (done)
return;
done = x310_currentBeam == CPlayerState::EBeamId::Wave || x310_currentBeam == CPlayerState::EBeamId::Plasma;
if (!done)
if (x72c_currentBeam->ComboFireOver())
done = true;
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::CancelCharge);
if (done) {
x32c_chargePhase = EChargePhase::ChargeDone;
ReturnArmAndGunToDefault(mgr, false);
if ((x2f8_stateFlags & 0x8) != 0x8) {
x2f8_stateFlags |= 0x1;
x2f8_stateFlags &= 0xFFE9;
}
x318_comboAmmoIdx = 0;
x31c_missileMode = EMissileMode::Inactive;
}
} else if (x833_28_phazonBeamActive) {
static_cast<CPhazonBeam*>(x72c_currentBeam)->UpdateBeam(dt, targetXf, x418_beamLocalXf.origin, mgr);
} else if (x310_currentBeam == CPlayerState::EBeamId::Plasma) {
static_cast<CPlasmaBeam*>(x72c_currentBeam)->UpdateBeam(dt, targetXf, x418_beamLocalXf.origin, mgr);
}
}
void CPlayerGun::DoUserAnimEvent(float dt, CStateManager& mgr, const CInt32POINode& node, EUserEventType type) {
switch (type) {
case EUserEventType::Projectile:
if (x32c_chargePhase != EChargePhase::ComboFireDone)
return;
bool doFireSecondary;
if (x310_currentBeam != CPlayerState::EBeamId::Wave && x310_currentBeam != CPlayerState::EBeamId::Plasma)
doFireSecondary = true;
else
doFireSecondary = (x2ec_lastFireButtonStates & 0x1) != 0;
if (doFireSecondary)
FireSecondary(dt, mgr);
if ((x2f8_stateFlags & 0x10) != 0x10)
x2f8_stateFlags |= 0x10;
CancelCharge(mgr, true);
if (doFireSecondary)
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::ToCombo);
break;
default:
break;
}
}
void CPlayerGun::DoUserAnimEvents(float dt, CStateManager& mgr) {
zeus::CVector3f posToCam = mgr.GetCameraManager()->GetCurrentCamera(mgr)->GetTranslation() - x3e8_xf.origin;
const CAnimData& animData = *x72c_currentBeam->GetSolidModelData().GetAnimationData();
for (size_t i = 0; i < animData.GetPassedSoundPOICount(); ++i) {
const CSoundPOINode& node = CAnimData::g_SoundPOINodes[i];
if (node.GetPoiType() != EPOIType::Sound ||
(node.GetCharacterIndex() != -1 && animData.x204_charIdx != node.GetCharacterIndex())) {
continue;
}
NWeaponTypes::do_sound_event(x670_animSfx, x328_animSfxPitch, false, node.GetSfxId(), node.GetWeight(),
node.GetFlags(), node.GetFalloff(), node.GetMaxDist(), 0.16f, 1.f, posToCam,
x3e8_xf.origin, mgr.GetPlayer().GetAreaIdAlways(), mgr);
}
for (size_t i = 0; i < animData.GetPassedIntPOICount(); ++i) {
const CInt32POINode& node = CAnimData::g_Int32POINodes[i];
switch (node.GetPoiType()) {
case EPOIType::UserEvent:
DoUserAnimEvent(dt, mgr, node, EUserEventType(node.GetValue()));
break;
case EPOIType::SoundInt32:
if (node.GetCharacterIndex() != -1 && animData.x204_charIdx != node.GetCharacterIndex())
break;
NWeaponTypes::do_sound_event(x670_animSfx, x328_animSfxPitch, false, u32(node.GetValue()), node.GetWeight(),
node.GetFlags(), 0.1f, 150.f, 0.16f, 1.f, posToCam, x3e8_xf.origin,
mgr.GetPlayer().GetAreaIdAlways(), mgr);
break;
default:
break;
}
}
}
TUniqueId CPlayerGun::GetTargetId(CStateManager& mgr) const {
TUniqueId ret = mgr.GetPlayer().GetOrbitTargetId();
if (x832_26_comboFiring && ret == kInvalidUniqueId && x310_currentBeam == CPlayerState::EBeamId::Wave)
ret = mgr.GetPlayer().GetOrbitNextTargetId();
if (ret == kInvalidUniqueId)
return ret;
if (TCastToConstPtr<CActor> act = mgr.GetObjectById(ret))
if (!act->GetMaterialList().HasMaterial(EMaterialTypes::Target))
ret = kInvalidUniqueId;
return ret;
}
void CPlayerGun::CancelLockOn() {
if (x832_29_lockedOn) {
x832_29_lockedOn = false;
x6a0_motionState.SetState(CMotionState::EMotionState::CancelLockOn);
if (x32c_chargePhase == EChargePhase::NotCharging && x318_comboAmmoIdx != 1)
PlayAnim(NWeaponTypes::EGunAnimType::BasePosition, false);
}
}
void CPlayerGun::FireSecondary(float dt, CStateManager& mgr) {
if (mgr.GetCameraManager()->IsInCinematicCamera()) {
return;
}
if (x835_25_inPhazonBeam || x318_comboAmmoIdx == 0 ||
!mgr.GetPlayerState()->HasPowerUp(skItemArr[x318_comboAmmoIdx]) || (x2f8_stateFlags & 0x4) != 0x4) {
NWeaponTypes::play_sfx(SFXwpn_invalid_action, x834_27_underwater, false, 0.165f);
return;
}
bool comboFired = false;
if (x318_comboAmmoIdx == 1) {
x300_remainingMissiles = mgr.GetPlayerState()->GetItemAmount(CPlayerState::EItemType::Missiles);
if (mgr.GetWeaponIdCount(x538_playerId, EWeaponType::Missile) < 3 && x300_remainingMissiles != 0) {
mgr.GetPlayerState()->DecrPickup(CPlayerState::EItemType::Missiles,
x832_26_comboFiring ? mgr.GetPlayerState()->GetMissileCostForAltAttack() : 1);
comboFired = true;
}
if (x300_remainingMissiles > 5) {
x300_remainingMissiles = 5;
} else {
x300_remainingMissiles -= 1;
}
}
if (comboFired) {
TUniqueId targetId = GetTargetId(mgr);
if (x832_26_comboFiring && targetId == kInvalidUniqueId && x310_currentBeam == CPlayerState::EBeamId::Wave) {
targetId = mgr.GetPlayer().GetAimTarget();
}
zeus::CTransform fireXf = x833_29_pointBlankWorldSurface ? x448_elbowWorldXf : x4a8_gunWorldXf * x418_beamLocalXf;
if (!x833_29_pointBlankWorldSurface && x364_gunStrikeCoolTimer <= 0.f) {
zeus::CVector3f backupOrigin = fireXf.origin;
fireXf = x478_assistAimXf;
fireXf.origin = backupOrigin;
}
fireXf.origin += mgr.GetCameraManager()->GetGlobalCameraTranslation(mgr);
x744_auxWeapon->Fire(dt, x834_27_underwater, x310_currentBeam, x330_chargeState, fireXf, mgr,
x72c_currentBeam->GetWeaponType(), targetId);
mgr.InformListeners(x4a8_gunWorldXf.origin, EListenNoiseType::PlayerFire);
x3a0_missileExitTimer = 7.f;
if (!x832_26_comboFiring) {
PlayAnim(NWeaponTypes::EGunAnimType::MissileShoot, false);
x338_nextState = x300_remainingMissiles > 0 ? ENextState::MissileReload : ENextState::MissileShotDone;
x2f8_stateFlags &= ~0x4;
}
} else {
NWeaponTypes::play_sfx(skItemEmptySound[x318_comboAmmoIdx], x834_27_underwater, false, 0.165f);
}
}
void CPlayerGun::ResetCharged(float dt, CStateManager& mgr) {
if (x832_26_comboFiring)
return;
if (x32c_chargePhase >= EChargePhase::FxGrowing) {
x833_30_canShowAuxMuzzleEffect = false;
UpdateNormalShotCycle(dt, mgr);
x832_24_coolingCharge = true;
CancelCharge(mgr, true);
} else if (x32c_chargePhase != EChargePhase::NotCharging) {
x320_currentAuxBeam = x310_currentBeam;
x833_30_canShowAuxMuzzleEffect = true;
x32c_chargePhase = EChargePhase::ChargeDone;
}
StopChargeSound(mgr);
}
void CPlayerGun::ActivateCombo(CStateManager& mgr) {
if (x832_26_comboFiring)
return;
if (mgr.GetPlayerState()->GetItemAmount(skItemArr[x318_comboAmmoIdx]) >=
mgr.GetPlayerState()->GetMissileCostForAltAttack()) {
bool canFire = true;
if (x310_currentBeam == CPlayerState::EBeamId::Plasma)
canFire = !x834_27_underwater;
if (canFire) {
x832_26_comboFiring = true;
const auto& xferEffect = x72c_currentBeam->GetComboXferDescr();
if (xferEffect.IsLoaded()) {
x77c_comboXferGen = std::make_unique<CElementGen>(xferEffect);
x77c_comboXferGen->SetGlobalScale(sGunScale);
}
x72c_currentBeam->EnableCharge(true);
StopChargeSound(mgr);
NWeaponTypes::play_sfx(SFXwpn_combo_xfer, x834_27_underwater, false, 0.165f);
x32c_chargePhase = EChargePhase::ComboXfer;
}
} else {
NWeaponTypes::play_sfx(SFXwpn_invalid_action, x834_27_underwater, false, 0.165f);
}
}
void CPlayerGun::ProcessChargeState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt) {
if ((releasedStates & 0x1) != 0)
ResetCharged(dt, mgr);
if ((pressedStates & 0x1) != 0) {
if (x32c_chargePhase == EChargePhase::NotCharging && (pressedStates & 0x1) != 0 &&
x348_chargeCooldownTimer == 0.f && x832_28_readyForShot) {
UpdateNormalShotCycle(dt, mgr);
x32c_chargePhase = EChargePhase::ChargeRequested;
}
} else if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::Missiles) && (pressedStates & 0x2) != 0) {
if (x32c_chargePhase >= EChargePhase::FxGrown) {
if (mgr.GetPlayerState()->HasPowerUp(skBeamComboArr[size_t(x310_currentBeam)]))
ActivateCombo(mgr);
} else if (x32c_chargePhase == EChargePhase::NotCharging) {
FireSecondary(dt, mgr);
}
}
}
void CPlayerGun::ResetNormal(CStateManager& mgr) {
Reset(mgr, false);
x832_28_readyForShot = false;
}
void CPlayerGun::UpdateNormalShotCycle(float dt, CStateManager& mgr) {
if (!ExitMissile())
return;
if (mgr.GetCameraManager()->IsInCinematicCamera())
return;
x832_25_chargeEffectVisible = x833_28_phazonBeamActive || x310_currentBeam != CPlayerState::EBeamId::Plasma ||
x32c_chargePhase != EChargePhase::NotCharging;
x30c_rapidFireShots += 1;
zeus::CTransform xf = x833_29_pointBlankWorldSurface ? x448_elbowWorldXf : x4a8_gunWorldXf * x418_beamLocalXf;
if (!x833_29_pointBlankWorldSurface && x364_gunStrikeCoolTimer <= 0.f) {
zeus::CVector3f oldOrigin = xf.origin;
xf = x478_assistAimXf;
xf.origin = oldOrigin;
}
xf.origin += mgr.GetCameraManager()->GetGlobalCameraTranslation(mgr);
x38c_muzzleEffectVisTimer = 0.0625f;
TUniqueId homingTarget;
if (x72c_currentBeam->GetVelocityInfo().GetTargetHoming(int(x330_chargeState)))
homingTarget = GetTargetId(mgr);
else
homingTarget = kInvalidUniqueId;
x72c_currentBeam->Fire(x834_27_underwater, dt, x330_chargeState, xf, mgr, homingTarget, x340_chargeBeamFactor,
x340_chargeBeamFactor);
mgr.InformListeners(x4a8_gunWorldXf.origin, EListenNoiseType::PlayerFire);
}
void CPlayerGun::ProcessNormalState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt) {
if ((releasedStates & 0x1) != 0)
ResetNormal(mgr);
if ((pressedStates & 0x1) != 0 && x348_chargeCooldownTimer == 0.f && x832_28_readyForShot)
UpdateNormalShotCycle(dt, mgr);
else if ((pressedStates & 0x2) != 0)
FireSecondary(dt, mgr);
}
void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr) {
u32 oldFiring = x2ec_lastFireButtonStates;
x2ec_lastFireButtonStates = x2f4_fireButtonStates;
u32 pressedStates = x2f4_fireButtonStates & (oldFiring ^ x2f4_fireButtonStates);
x2f0_pressedFireButtonStates = pressedStates;
u32 releasedStates = oldFiring & (oldFiring ^ x2f4_fireButtonStates);
x832_28_readyForShot = false;
CPlayer& player = mgr.GetPlayer();
if (!x832_24_coolingCharge && !x834_30_inBigStrike) {
float coolDown = x72c_currentBeam->GetWeaponInfo().x0_coolDown;
if ((pressedStates & 0x1) == 0) {
if (x390_cooldown >= coolDown) {
x390_cooldown = coolDown;
if (player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed &&
mgr.GetPlayerState()->ItemEnabled(CPlayerState::EItemType::ChargeBeam) &&
player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn &&
player.GetGrappleState() == CPlayer::EGrappleState::None &&
mgr.GetPlayerState()->GetTransitioningVisor() != CPlayerState::EPlayerVisor::Scan &&
mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan &&
(x2ec_lastFireButtonStates & 0x1) != 0 && x32c_chargePhase == EChargePhase::NotCharging) {
x832_28_readyForShot = true;
pressedStates |= 0x1;
x390_cooldown = 0.f;
}
}
} else if (x390_cooldown >= coolDown) {
x832_28_readyForShot = true;
x390_cooldown = 0.f;
}
x390_cooldown += dt;
}
if (x834_28_requestImmediateRecharge)
x834_28_requestImmediateRecharge = (x2ec_lastFireButtonStates & 0x1) != 0;
if (player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Morphed) {
x835_28_bombReady = false;
x835_29_powerBombReady = false;
if (!x835_31_actorAttached) {
x835_28_bombReady = true;
if (x53a_powerBomb != kInvalidUniqueId && !mgr.CanCreateProjectile(x538_playerId, EWeaponType::PowerBomb, 1)) {
const auto* pb = static_cast<const CPowerBomb*>(mgr.GetObjectById(x53a_powerBomb));
if (pb && pb->GetCurTime() <= 4.25f) {
x835_28_bombReady = false;
} else {
x53a_powerBomb = kInvalidUniqueId;
}
}
if (((pressedStates & 0x1) != 0 || x32c_chargePhase != EChargePhase::NotCharging) &&
mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::MorphBallBombs)) {
if (x835_28_bombReady)
DropBomb(EBWeapon::Bomb, mgr);
} else if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::PowerBombs) &&
mgr.GetPlayerState()->GetItemAmount(CPlayerState::EItemType::PowerBombs) > 0) {
x835_29_powerBombReady = mgr.CanCreateProjectile(x538_playerId, EWeaponType::PowerBomb, 1) &&
mgr.CanCreateProjectile(x538_playerId, EWeaponType::Bomb, 1);
if ((pressedStates & 0x2) != 0 && x835_29_powerBombReady)
DropBomb(EBWeapon::PowerBomb, mgr);
}
}
} else if ((x2f8_stateFlags & 0x8) != 0x8 &&
player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed) {
if ((pressedStates & 0x2) != 0 && x318_comboAmmoIdx == 0 && (x2f8_stateFlags & 0x2) != 0x2 &&
x32c_chargePhase == EChargePhase::NotCharging) {
u32 missileCount = mgr.GetPlayerState()->GetItemAmount(CPlayerState::EItemType::Missiles);
if (x338_nextState != ENextState::EnterMissile && x338_nextState != ENextState::ExitMissile) {
if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::Missiles) && missileCount > 0) {
x300_remainingMissiles = missileCount;
if (x300_remainingMissiles > 5)
x300_remainingMissiles = 5;
if (!x835_25_inPhazonBeam) {
x2f8_stateFlags &= ~0x1;
x2f8_stateFlags |= 0x6;
x318_comboAmmoIdx = 1;
x31c_missileMode = EMissileMode::Active;
}
FireSecondary(dt, mgr);
} else {
if (!CSfxManager::IsPlaying(x2e4_invalidSfx))
x2e4_invalidSfx = NWeaponTypes::play_sfx(SFXwpn_invalid_action, x834_27_underwater, false, 0.165f);
else
x2e4_invalidSfx.reset();
}
}
} else {
if (x3a4_fidget.GetState() == CFidget::EState::NoFidget) {
if ((x2f8_stateFlags & 0x10) == 0x10 && x744_auxWeapon->IsComboFxActive(mgr)) {
if (x2ec_lastFireButtonStates == 0 ||
(x310_currentBeam == CPlayerState::EBeamId::Wave && x833_29_pointBlankWorldSurface)) {
StopContinuousBeam(mgr, (x2f8_stateFlags & 0x8) == 0x8);
}
} else {
if (mgr.GetPlayerState()->ItemEnabled(CPlayerState::EItemType::ChargeBeam) &&
x33c_phazonBeamState == EPhazonBeamState::Inactive)
ProcessChargeState(releasedStates, pressedStates, mgr, dt);
else
ProcessNormalState(releasedStates, pressedStates, mgr, dt);
}
}
}
}
}
void CPlayerGun::EnterFreeLook(CStateManager& mgr) {
if (!x832_30_requestReturnToDefault)
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::FreeLook, mgr, 0.f, false);
x740_grappleArm->EnterFreeLook(x835_25_inPhazonBeam ? 1 : s32(x310_currentBeam), x73c_gunMotion->GetFreeLookSetId(),
mgr);
}
void CPlayerGun::SetFidgetAnimBits(int animSet, bool beamOnly) {
x2fc_fidgetAnimBits = 0;
if (beamOnly) {
x2fc_fidgetAnimBits = 2;
return;
}
switch (x3a4_fidget.GetType()) {
case SamusGun::EFidgetType::Minor:
x2fc_fidgetAnimBits = 1;
if (animSet != 1)
return;
x2fc_fidgetAnimBits |= 4;
break;
case SamusGun::EFidgetType::Major:
if (animSet >= 6 || animSet < 4)
x2fc_fidgetAnimBits = 2;
else
x2fc_fidgetAnimBits = 1;
x2fc_fidgetAnimBits |= 4;
break;
default:
break;
}
}
void CPlayerGun::AsyncLoadFidget(CStateManager& mgr) {
SetFidgetAnimBits(x3a4_fidget.GetAnimSet(), x3a4_fidget.GetState() == CFidget::EState::HolsterBeam);
if ((x2fc_fidgetAnimBits & 0x1) == 0x1)
x73c_gunMotion->GunController().LoadFidgetAnimAsync(mgr, s32(x3a4_fidget.GetType()), s32(x310_currentBeam),
x3a4_fidget.GetAnimSet());
if ((x2fc_fidgetAnimBits & 0x2) == 0x2) {
x72c_currentBeam->AsyncLoadFidget(
mgr,
(x3a4_fidget.GetState() == CFidget::EState::HolsterBeam ? SamusGun::EFidgetType::Minor : x3a4_fidget.GetType()),
x3a4_fidget.GetAnimSet());
x832_31_inRestPose = false;
}
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
if (CGunController* gc = x740_grappleArm->GunController())
gc->LoadFidgetAnimAsync(mgr, s32(x3a4_fidget.GetType()),
x3a4_fidget.GetType() != SamusGun::EFidgetType::Minor ? s32(x310_currentBeam) : 0,
x3a4_fidget.GetAnimSet());
}
bool CPlayerGun::IsFidgetLoaded() const {
u32 loadFlags = 0;
if ((x2fc_fidgetAnimBits & 0x1) == 0x1 && x73c_gunMotion->GunController().IsFidgetLoaded()) {
loadFlags |= 0x1;
}
if ((x2fc_fidgetAnimBits & 0x2) == 0x2 && x72c_currentBeam->IsFidgetLoaded()) {
loadFlags |= 0x2;
}
if ((x2fc_fidgetAnimBits & 0x4) == 0x4) {
if (CGunController* gc = x740_grappleArm->GunController()) {
if (gc->IsFidgetLoaded()) {
loadFlags |= 0x4;
}
}
}
return x2fc_fidgetAnimBits == loadFlags;
}
void CPlayerGun::EnterFidget(CStateManager& mgr) {
if ((x2fc_fidgetAnimBits & 0x1) == 0x1) {
x73c_gunMotion->EnterFidget(mgr, x3a4_fidget.GetType(), x3a4_fidget.GetAnimSet());
x834_25_gunMotionFidgeting = true;
} else {
x834_25_gunMotionFidgeting = false;
}
if ((x2fc_fidgetAnimBits & 0x2) == 0x2)
x72c_currentBeam->EnterFidget(mgr, x3a4_fidget.GetType(), x3a4_fidget.GetAnimSet());
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
x740_grappleArm->EnterFidget(mgr, x3a4_fidget.GetType(),
x3a4_fidget.GetType() != SamusGun::EFidgetType::Minor ? s32(x310_currentBeam) : 0,
x3a4_fidget.GetAnimSet());
UnLoadFidget();
x3a4_fidget.DoneLoading();
}
void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, CStateManager& mgr) {
CPlayer& player = mgr.GetPlayer();
if (player.IsInFreeLook() && !x832_29_lockedOn && !x740_grappleArm->IsGrappling() &&
x3a4_fidget.GetState() != CFidget::EState::HolsterBeam &&
player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn && !x834_30_inBigStrike) {
if ((x2f8_stateFlags & 0x8) != 0x8) {
if (!x833_31_inFreeLook && !x834_26_animPlaying) {
if (x388_enterFreeLookDelayTimer < 0.25f)
x388_enterFreeLookDelayTimer += dt;
if (x388_enterFreeLookDelayTimer >= 0.25f && !x740_grappleArm->IsSuitLoading()) {
EnterFreeLook(mgr);
x833_31_inFreeLook = true;
}
} else {
x388_enterFreeLookDelayTimer = 0.f;
if (x834_26_animPlaying)
ResetIdle(mgr);
}
}
} else {
if (x833_31_inFreeLook) {
if ((x2f8_stateFlags & 0x10) != 0x10) {
x73c_gunMotion->ReturnToDefault(mgr, x834_30_inBigStrike);
x740_grappleArm->ReturnToDefault(mgr, 0.f, false);
}
x833_31_inFreeLook = false;
}
x388_enterFreeLookDelayTimer = 0.f;
if (player.GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed) {
x833_24_notFidgeting =
!(player.GetSurfaceRestraint() != CPlayer::ESurfaceRestraints::Water &&
mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan &&
(x2f4_fireButtonStates & 0x3) == 0 && x32c_chargePhase == EChargePhase::NotCharging && !x832_29_lockedOn &&
(x2f8_stateFlags & 0x8) != 0x8 && x364_gunStrikeCoolTimer <= 0.f &&
player.GetPlayerMovementState() == CPlayer::EPlayerMovementState::OnGround && !player.IsInFreeLook() &&
!player.GetFreeLookStickState() && player.GetOrbitState() == CPlayer::EPlayerOrbitState::NoOrbit &&
std::fabs(player.GetAngularVelocityOR().angle()) <= 0.1f && camBobT <= 0.01f &&
!mgr.GetCameraManager()->IsInCinematicCamera() &&
player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn &&
player.GetGrappleState() == CPlayer::EGrappleState::None && !x834_30_inBigStrike && !x835_25_inPhazonBeam);
if (x833_24_notFidgeting) {
if (!x834_30_inBigStrike) {
bool doWander = camBobT > 0.01f && (x2f4_fireButtonStates & 0x3) == 0;
if (doWander) {
x370_gunMotionSpeedMult = 1.f;
x374_ = 0.f;
if (x364_gunStrikeCoolTimer <= 0.f && x368_idleWanderDelayTimer <= 0.f) {
x368_idleWanderDelayTimer = 8.f;
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::Wander, mgr, 0.f, false);
x324_idleState = EIdleState::Wander;
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::Walk, mgr);
}
x368_idleWanderDelayTimer -= dt;
x360_ -= dt;
}
if (!doWander || x834_26_animPlaying)
ResetIdle(mgr);
} else if (x394_damageTimer > 0.f) {
x394_damageTimer -= dt;
} else if (!x834_31_gunMotionInFidgetBasePosition) {
x394_damageTimer = 0.f;
x834_31_gunMotionInFidgetBasePosition = true;
x73c_gunMotion->BasePosition(true);
} else if (!x73c_gunMotion->GetModelData().GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body")) {
x834_30_inBigStrike = false;
x834_31_gunMotionInFidgetBasePosition = false;
}
} else {
switch (x3a4_fidget.Update(x2ec_lastFireButtonStates, camBobT > 0.01f, inStrikeCooldown, dt, mgr)) {
case CFidget::EState::NoFidget:
if (x324_idleState != EIdleState::Idle) {
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::Idle, mgr, 0.f, false);
x324_idleState = EIdleState::Idle;
}
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::WalkNoBob, mgr);
break;
case CFidget::EState::MinorFidget:
case CFidget::EState::MajorFidget:
case CFidget::EState::HolsterBeam:
if (x324_idleState != EIdleState::NotIdle) {
x73c_gunMotion->BasePosition(false);
x324_idleState = EIdleState::NotIdle;
}
AsyncLoadFidget(mgr);
break;
case CFidget::EState::Loading:
if (IsFidgetLoaded())
EnterFidget(mgr);
break;
case CFidget::EState::StillMinorFidget:
case CFidget::EState::StillMajorFidget:
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::Walk, mgr);
x833_24_notFidgeting = false;
x834_26_animPlaying =
x834_25_gunMotionFidgeting
? x73c_gunMotion->IsAnimPlaying()
: x72c_currentBeam->GetSolidModelData().GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body");
if (!x834_26_animPlaying) {
x3a4_fidget.ResetMinor();
ReturnToRestPose();
}
break;
default:
break;
}
}
x550_camBob.Update(dt, mgr);
}
}
}
void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr) {
CPlayer& player = mgr.GetPlayer();
CPlayerState& playerState = *mgr.GetPlayerState();
const bool isUnmorphed = player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
bool becameFrozen = false;
if (isUnmorphed) {
becameFrozen = !x834_29_frozen && player.GetFrozenState();
}
bool becameThawed = false;
if (isUnmorphed) {
becameThawed = x834_29_frozen && !player.GetFrozenState();
}
x834_29_frozen = isUnmorphed && player.GetFrozenState();
float advDt = dt;
if (x834_29_frozen) {
advDt = 0.f;
}
const bool r23 = x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone;
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay || r23) {
x6e0_rightHandModel.AdvanceAnimation(advDt, mgr, kInvalidAreaId, true);
}
if (r23 && x734_loadingBeam != nullptr && x734_loadingBeam != x72c_currentBeam) {
x744_auxWeapon->LoadIdle();
x734_loadingBeam->Update(advDt, mgr);
}
if (!x744_auxWeapon->IsLoaded()) {
x744_auxWeapon->LoadIdle();
}
if (becameFrozen) {
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::None);
x72c_currentBeam->EnableFrozenEffect(CGunWeapon::EFrozenFxType::Frozen);
} else if (becameThawed) {
x72c_currentBeam->EnableFrozenEffect(CGunWeapon::EFrozenFxType::Thawed);
}
if (becameFrozen || becameThawed) {
x2f4_fireButtonStates = 0;
x2ec_lastFireButtonStates = 0;
CancelFiring(mgr);
}
x72c_currentBeam->Update(advDt, mgr);
x73c_gunMotion->Update(advDt * x370_gunMotionSpeedMult, mgr);
x740_grappleArm->Update(grappleSwingT, advDt, mgr);
if (x338_nextState != ENextState::StatusQuo) {
if (x678_morph.GetGunState() == CGunMorph::EGunState::InWipeDone) {
if (x338_nextState == ENextState::ChangeWeapon) {
ChangeWeapon(playerState, mgr);
x338_nextState = ENextState::StatusQuo;
}
} else if (!x72c_currentBeam->GetSolidModelData().GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body") ||
x832_30_requestReturnToDefault) {
bool statusQuo = true;
switch (x338_nextState) {
case ENextState::EnterMissile:
x2f8_stateFlags &= ~0x1;
x2f8_stateFlags |= 0x6;
x318_comboAmmoIdx = 1;
x31c_missileMode = EMissileMode::Active;
break;
case ENextState::ExitMissile:
if ((x2f8_stateFlags & 0x8) != 0x8) {
x2f8_stateFlags |= 0x1;
x2f8_stateFlags &= 0xFFE9;
}
x318_comboAmmoIdx = 0;
x31c_missileMode = EMissileMode::Inactive;
x390_cooldown = x72c_currentBeam->GetWeaponInfo().x0_coolDown;
break;
case ENextState::MissileReload:
PlayAnim(NWeaponTypes::EGunAnimType::MissileReload, false);
x338_nextState = ENextState::MissileShotDone;
statusQuo = false;
break;
case ENextState::MissileShotDone:
x2f8_stateFlags |= 0x4;
break;
case ENextState::ChangeWeapon:
ChangeWeapon(playerState, mgr);
break;
case ENextState::SetupBeam:
x390_cooldown = x72c_currentBeam->GetWeaponInfo().x0_coolDown;
x2f8_stateFlags &= ~0x8;
if ((x2f8_stateFlags & 0x8) != 0x8) {
x2f8_stateFlags |= 0x1;
x2f8_stateFlags &= 0xFFE9;
}
x318_comboAmmoIdx = 0;
x31c_missileMode = EMissileMode::Inactive;
break;
case ENextState::EnterPhazonBeam:
if (x75c_phazonBeam->IsLoaded())
break;
x72c_currentBeam->SetDrawHologram(true);
x75c_phazonBeam->Load(mgr, false);
x33c_phazonBeamState = EPhazonBeamState::Entering;
break;
case ENextState::ExitPhazonBeam:
if (x738_nextBeam->IsLoaded())
break;
x72c_currentBeam->SetDrawHologram(true);
x738_nextBeam->Load(mgr, false);
x33c_phazonBeamState = EPhazonBeamState::Exiting;
break;
default:
break;
}
if (statusQuo)
x338_nextState = ENextState::StatusQuo;
}
}
if (x37c_rapidFireShotsDecayTimer < 0.2f) {
x37c_rapidFireShotsDecayTimer += advDt;
} else {
x37c_rapidFireShotsDecayTimer = 0.f;
if (x30c_rapidFireShots > 0)
x30c_rapidFireShots -= 1;
}
if (x32c_chargePhase != EChargePhase::NotCharging && !player.GetFrozenState()) {
x34c_shakeX = chargeShakeTbl[mgr.GetActiveRandom()->Next() % 3] * x340_chargeBeamFactor;
x350_shakeZ = chargeShakeTbl[mgr.GetActiveRandom()->Next() % 3] * x340_chargeBeamFactor;
}
if (!x72c_currentBeam->IsLoaded()) {
return;
}
GetLctrWithShake(x4d8_gunLocalXf, x73c_gunMotion->GetModelData(), "GBSE_SDK", true, true);
GetLctrWithShake(x418_beamLocalXf, x72c_currentBeam->GetSolidModelData(), "LBEAM", false, true);
GetLctrWithShake(x508_elbowLocalXf, x72c_currentBeam->GetSolidModelData(), "elbow", false, false);
x4a8_gunWorldXf = x3e8_xf * x4d8_gunLocalXf * x550_camBob.GetCameraBobTransformation();
if (x740_grappleArm->GetActive() && !x740_grappleArm->IsGrappling())
UpdateLeftArmTransform(x72c_currentBeam->GetSolidModelData(), mgr);
x6a0_motionState.Update(x2f0_pressedFireButtonStates != 0 && x832_28_readyForShot &&
x32c_chargePhase < EChargePhase::AnimAndSfx && !player.IsInFreeLook(),
advDt, x4a8_gunWorldXf, mgr);
x72c_currentBeam->GetSolidModelData().AdvanceParticles(x4a8_gunWorldXf, advDt, mgr);
x72c_currentBeam->UpdateGunFx(x380_shotSmokeTimer > 2.f && x378_shotSmokeStartTimer > 0.15f, dt, mgr,
x508_elbowLocalXf);
zeus::CTransform beamWorldXf = x4a8_gunWorldXf * x418_beamLocalXf;
if (player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed &&
!mgr.GetCameraManager()->IsInCinematicCamera()) {
EntityList nearList;
zeus::CAABox aabb = x72c_currentBeam->GetBounds().getTransformedAABox(x4a8_gunWorldXf);
mgr.BuildNearList(nearList, aabb, sAimFilter, &player);
TUniqueId bestId = kInvalidUniqueId;
zeus::CVector3f dir = x4a8_gunWorldXf.frontVector().normalized();
zeus::CVector3f pos = dir * -0.5f + x4a8_gunWorldXf.origin;
CRayCastResult result = mgr.RayWorldIntersection(bestId, pos, dir, 3.5f, sAimFilter, nearList);
x833_29_pointBlankWorldSurface = result.IsValid();
if (result.IsValid()) {
x448_elbowWorldXf = x4a8_gunWorldXf * x508_elbowLocalXf;
x448_elbowWorldXf.origin += dir * -0.5f;
beamWorldXf.origin = result.GetPoint();
}
} else {
x833_29_pointBlankWorldSurface = false;
}
zeus::CTransform beamTargetXf = x833_29_pointBlankWorldSurface ? x448_elbowWorldXf : beamWorldXf;
zeus::CVector3f camTrans = mgr.GetCameraManager()->GetGlobalCameraTranslation(mgr);
beamWorldXf.origin += camTrans;
beamTargetXf.origin += camTrans;
if (x832_25_chargeEffectVisible) {
bool emitting = x833_30_canShowAuxMuzzleEffect ? x344_comboXferTimer < 1.f : false;
zeus::CVector3f scale((emitting && x832_26_comboFiring) ? (1.f - x344_comboXferTimer) * 2.f : 2.f);
x72c_currentBeam->UpdateMuzzleFx(advDt, scale, x418_beamLocalXf.origin, emitting);
CElementGen& gen = *x800_auxMuzzleGenerators[size_t(x320_currentAuxBeam)];
gen.SetGlobalOrientAndTrans(x418_beamLocalXf);
gen.SetGlobalScale(scale);
gen.SetParticleEmission(emitting);
gen.Update(advDt);
}
if (x748_rainSplashGenerator)
x748_rainSplashGenerator->Update(advDt, mgr);
UpdateGunLight(beamWorldXf, mgr);
ProcessGunMorph(advDt, mgr);
if (x835_26_phazonBeamMorphing)
ProcessPhazonGunMorph(advDt, mgr);
if (x832_26_comboFiring && x77c_comboXferGen) {
x77c_comboXferGen->SetGlobalTranslation(x418_beamLocalXf.origin);
x77c_comboXferGen->SetGlobalOrientation(x418_beamLocalXf.getRotation());
x77c_comboXferGen->Update(advDt);
x344_comboXferTimer += advDt * 4.f;
}
if (x35c_bombTime > 0.f) {
x35c_bombTime -= advDt;
if (x35c_bombTime <= 0.f)
x308_bombCount = 3;
}
if (playerState.ItemEnabled(CPlayerState::EItemType::ChargeBeam) && x32c_chargePhase != EChargePhase::NotCharging) {
UpdateChargeState(advDt, mgr);
} else {
x340_chargeBeamFactor -= advDt;
if (x340_chargeBeamFactor < 0.f)
x340_chargeBeamFactor = 0.f;
}
UpdateAuxWeapons(advDt, beamTargetXf, mgr);
DoUserAnimEvents(advDt, mgr);
if (player.GetOrbitState() == CPlayer::EPlayerOrbitState::OrbitObject && GetTargetId(mgr) != kInvalidUniqueId) {
if (!x832_29_lockedOn && !x832_26_comboFiring && (x2f8_stateFlags & 0x10) != 0x10) {
x832_29_lockedOn = true;
x6a0_motionState.SetState(CMotionState::EMotionState::LockOn);
ReturnArmAndGunToDefault(mgr, true);
}
} else {
CancelLockOn();
}
UpdateWeaponFire(advDt, playerState, mgr);
UpdateGunIdle(x364_gunStrikeCoolTimer > 0.f, cameraBobT, advDt, mgr);
if ((x2ec_lastFireButtonStates & 0x1) == 0x1) {
x378_shotSmokeStartTimer = 0.f;
} else if (x378_shotSmokeStartTimer < 2.f) {
x378_shotSmokeStartTimer += advDt;
if (x378_shotSmokeStartTimer > 1.f) {
x30c_rapidFireShots = 0;
x380_shotSmokeTimer = 0.f;
}
}
if (x38c_muzzleEffectVisTimer > 0.f)
x38c_muzzleEffectVisTimer -= advDt;
if (x30c_rapidFireShots > 5 && x380_shotSmokeTimer < 2.f)
x380_shotSmokeTimer += advDt;
if (x384_gunStrikeDelayTimer > 0.f)
x384_gunStrikeDelayTimer -= advDt;
if (x364_gunStrikeCoolTimer > 0.f) {
x2f4_fireButtonStates = 0;
x364_gunStrikeCoolTimer -= advDt;
}
if (isUnmorphed && (x2f8_stateFlags & 0x4) == 0x4) {
x3a0_missileExitTimer -= advDt;
if (x3a0_missileExitTimer < 0.f) {
x3a0_missileExitTimer = 0.f;
ExitMissile();
}
}
}
void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos) {
SCOPED_GRAPHICS_DEBUG_GROUP("CPlayerGun::PreRender", zeus::skBlue);
const CPlayerState& playerState = *mgr.GetPlayerState();
if (playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Scan)
return;
CPlayerState::EPlayerVisor activeVisor = playerState.GetActiveVisor(mgr);
switch (activeVisor) {
case CPlayerState::EPlayerVisor::Thermal:
x0_lights.BuildConstantAmbientLighting(
zeus::CColor(zeus::clamp(0.6f, 0.5f * x380_shotSmokeTimer + 0.6f - x378_shotSmokeStartTimer, 1.f), 1.f));
break;
case CPlayerState::EPlayerVisor::Combat: {
zeus::CAABox aabb = x72c_currentBeam->GetBounds(zeus::CTransform::Translate(camPos) * x4a8_gunWorldXf);
if (mgr.GetNextAreaId() != kInvalidAreaId) {
x0_lights.SetFindShadowLight(true);
x0_lights.SetShadowDynamicRangeThreshold(0.25f);
x0_lights.BuildAreaLightList(mgr, *mgr.GetWorld()->GetAreaAlways(mgr.GetNextAreaId()), aabb);
}
x0_lights.BuildDynamicLightList(mgr, aabb);
if (x0_lights.HasShadowLight()) {
if (x72c_currentBeam->IsLoaded()) {
x82c_shadow->BuildLightShadowTexture(mgr, mgr.GetNextAreaId(), x0_lights.GetShadowLightIndex(), aabb, true,
false);
}
} else {
x82c_shadow->ResetBlur();
}
break;
}
default:
break;
}
if (x740_grappleArm->GetActive())
x740_grappleArm->PreRender(mgr, frustum, camPos);
if (x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone || activeVisor == CPlayerState::EPlayerVisor::XRay)
x6e0_rightHandModel.GetAnimationData()->PreRender();
if (x833_28_phazonBeamActive)
g_Renderer->AllocatePhazonSuitMaskTexture();
}
void CPlayerGun::RenderEnergyDrainEffects(const CStateManager& mgr) const {
if (const TCastToConstPtr<CPlayer> player = mgr.GetObjectById(x538_playerId)) {
for (const auto& source : player->GetEnergyDrain().GetEnergyDrainSources()) {
if (const auto* metroid =
CPatterned::CastTo<MP1::CMetroidBeta>(mgr.GetObjectById(source.GetEnergyDrainSourceId()))) {
metroid->RenderHitGunEffect();
return;
}
}
}
}
void CPlayerGun::DrawArm(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const {
const CPlayer& player = mgr.GetPlayer();
if (!x740_grappleArm->GetActive() || x740_grappleArm->GetAnimState() == CGrappleArm::EArmState::Done)
return;
if (player.GetGrappleState() != CPlayer::EGrappleState::None ||
x740_grappleArm->GetTransform().basis[1].dot(player.GetTransform().basis[1]) > 0.1f) {
CModelFlags useFlags;
if (x740_grappleArm->IsArmMoving())
useFlags = flags;
else
useFlags = CModelFlags(0, 0, 3, zeus::skWhite);
x740_grappleArm->Render(mgr, pos, useFlags, &x0_lights);
}
}
zeus::CVector3f CPlayerGun::ConvertToScreenSpace(const zeus::CVector3f& pos, const CGameCamera& cam) const {
return cam.ConvertToScreenSpace(pos);
}
void CPlayerGun::CopyScreenTex() {
// Copy lower right quadrant to gpCopyTexBuf as RGBA8
// GXSetTexCopySrc(320, 224, 320, 224);
// GXSetTexCopyDst(320, 224, GX_TF_RGBA8, false);
// GXCopyTex(sSpareTextureData, false);
// GXPixModeSync();
SViewport viewport = CGraphics::g_Viewport;
viewport.x8_width /= 2;
viewport.xc_height /= 2;
viewport.x0_left = viewport.x8_width;
viewport.x4_top = viewport.xc_height;
viewport.x10_halfWidth *= 0.5f;
viewport.x14_halfHeight *= 0.5f;
CGraphics::ResolveSpareTexture(viewport, 2, GX_TF_RGBA8, false);
}
void CPlayerGun::DrawScreenTex(float z) {
// Use CopyScreenTex rendering to draw over framebuffer pixels in front of `z`
// This is accomplished using orthographic projection quad with sweeping `y` coordinates
// Depth is set to GEQUAL to obscure pixels in front rather than behind
const auto backupViewMatrix = CGraphics::g_ViewMatrix;
const auto backupProjectionState = CGraphics::GetProjectionState();
g_Renderer->SetViewportOrtho(false, -1.f, 1.f);
g_Renderer->SetBlendMode_AlphaBlended();
CGraphics::SetDepthWriteMode(true, ERglEnum::GEqual, true);
CGraphics::LoadDolphinSpareTexture(2, GX_TF_RGBA8, GX_TEXMAP7);
constexpr std::array vtxDescList{
GXVtxDescList{GX_VA_POS, GX_DIRECT},
GXVtxDescList{GX_VA_TEX0, GX_DIRECT},
GXVtxDescList{GX_VA_NULL, GX_NONE},
};
CGX::SetVtxDescv(vtxDescList.data());
CGX::SetNumChans(0);
CGX::SetNumTexGens(1);
CGX::SetNumTevStages(1);
CGX::SetTevOrder(GX_TEVSTAGE0, GX_TEXCOORD0, GX_TEXMAP7, GX_COLOR_NULL);
CGX::SetChanCtrl(CGX::EChannelId::Channel0, false, GX_SRC_REG, GX_SRC_REG, {}, GX_DF_NONE, GX_AF_NONE);
CGX::Begin(GX_TRIANGLESTRIP, GX_VTXFMT0, 4);
GXPosition3f32(CGraphics::g_Viewport.x10_halfWidth, z, 0.f);
GXTexCoord2f32(0.f, 1.f);
GXPosition3f32(CGraphics::g_Viewport.x8_width, z, 0.f);
GXTexCoord2f32(1.f, 1.f);
GXPosition3f32(CGraphics::g_Viewport.x10_halfWidth, z, CGraphics::g_Viewport.x14_halfHeight);
GXTexCoord2f32(0.f, 0.f);
GXPosition3f32(CGraphics::g_Viewport.x8_width, z, CGraphics::g_Viewport.x14_halfHeight);
GXTexCoord2f32(1.f, 0.f);
CGX::End();
CGraphics::SetDepthWriteMode(true, ERglEnum::LEqual, true);
CGraphics::SetViewPointMatrix(backupViewMatrix);
CGraphics::SetProjectionState(backupProjectionState);
}
void CPlayerGun::DrawClipCube(const zeus::CAABox& aabb) {
// Render AABB as completely transparent object, only modifying Z-buffer
const zeus::CColor color{1.f, 0.f};
g_Renderer->SetBlendMode_AlphaBlended();
CGraphics::SetCullMode(ERglCullMode::None);
g_Renderer->BeginTriangleStrip(4);
g_Renderer->PrimColor(color);
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.max.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.min.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.max.y(), aabb.max.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.min.y(), aabb.max.z()});
g_Renderer->EndPrimitive();
g_Renderer->BeginTriangleStrip(4);
g_Renderer->PrimColor(color);
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.max.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.max.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.max.y(), aabb.max.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.max.y(), aabb.max.z()});
g_Renderer->EndPrimitive();
g_Renderer->BeginTriangleStrip(4);
g_Renderer->PrimColor(color);
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.max.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.min.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.max.y(), aabb.max.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.min.y(), aabb.max.z()});
g_Renderer->EndPrimitive();
g_Renderer->BeginTriangleStrip(4);
g_Renderer->PrimColor(color);
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.min.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.min.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.min.y(), aabb.max.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.min.y(), aabb.max.z()});
g_Renderer->EndPrimitive();
g_Renderer->BeginTriangleStrip(4);
g_Renderer->PrimColor(color);
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.min.y(), aabb.max.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.min.y(), aabb.max.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.max.y(), aabb.max.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.max.y(), aabb.max.z()});
g_Renderer->EndPrimitive();
g_Renderer->BeginTriangleStrip(4);
g_Renderer->PrimColor(color);
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.min.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.min.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.min.x(), aabb.max.y(), aabb.min.z()});
g_Renderer->PrimVertex(zeus::CVector3f{aabb.max.x(), aabb.max.y(), aabb.min.z()});
g_Renderer->EndPrimitive();
CGraphics::SetCullMode(ERglCullMode::Front);
}
void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) {
SCOPED_GRAPHICS_DEBUG_GROUP("CPlayerGun::Render", zeus::skMagenta);
CGraphics::CProjectionState projState = CGraphics::GetProjectionState();
CModelFlags beamFlags = flags;
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal) {
beamFlags = kThermalFlags[size_t(x310_currentBeam)];
} else if (x835_26_phazonBeamMorphing) {
beamFlags = CModelFlags{1, 0, 3, zeus::CColor::lerp(zeus::skWhite, zeus::skBlack, x39c_phazonMorphT)};
}
const CGameCamera* cam = mgr.GetCameraManager()->GetCurrentCamera(mgr);
CGraphics::SetDepthRange(DEPTH_GUN, DEPTH_WORLD);
zeus::CTransform offsetWorldXf = zeus::CTransform::Translate(pos) * x4a8_gunWorldXf;
zeus::CTransform elbowOffsetXf = offsetWorldXf * x508_elbowLocalXf;
if (x32c_chargePhase != EChargePhase::NotCharging && (x2f8_stateFlags & 0x10) != 0x10) {
offsetWorldXf.origin += zeus::CVector3f(x34c_shakeX, 0.f, x350_shakeZ);
}
zeus::CTransform oldViewMtx = CGraphics::g_ViewMatrix;
CGraphics::SetViewPointMatrix(offsetWorldXf.inverse() * oldViewMtx);
CGraphics::SetModelMatrix(zeus::CTransform());
if (x32c_chargePhase >= EChargePhase::FxGrown && x32c_chargePhase < EChargePhase::ComboXfer) {
x800_auxMuzzleGenerators[size_t(x320_currentAuxBeam)]->Render();
}
if (x832_25_chargeEffectVisible && (x38c_muzzleEffectVisTimer > 0.f || x32c_chargePhase > EChargePhase::AnimAndSfx)) {
x72c_currentBeam->DrawMuzzleFx(mgr);
}
if (x678_morph.GetGunState() == CGunMorph::EGunState::InWipe ||
x678_morph.GetGunState() == CGunMorph::EGunState::OutWipe) {
x774_holoTransitionGen->Render();
}
CGraphics::SetViewPointMatrix(oldViewMtx);
if ((x2f8_stateFlags & 0x10) == 0x10) {
x744_auxWeapon->RenderMuzzleFx();
}
x72c_currentBeam->PreRenderGunFx(mgr, offsetWorldXf);
bool drawSuitArm =
!x740_grappleArm->IsGrappling() && mgr.GetPlayer().GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn;
x73c_gunMotion->Draw(mgr, offsetWorldXf);
switch (x678_morph.GetGunState()) {
case CGunMorph::EGunState::OutWipeDone:
if (x0_lights.HasShadowLight())
x82c_shadow->EnableModelProjectedShadow(offsetWorldXf, x0_lights.GetShadowLightArrIndex(), 2.15f);
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay) {
x6e0_rightHandModel.Render(mgr, elbowOffsetXf * zeus::CTransform::Translate(0.f, -0.2f, 0.02f), &x0_lights,
mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal
? kHandThermalFlag
: kHandHoloFlag);
}
DrawArm(mgr, pos, flags);
x72c_currentBeam->Draw(drawSuitArm, mgr, offsetWorldXf, beamFlags, &x0_lights);
x82c_shadow->DisableModelProjectedShadow();
break;
case CGunMorph::EGunState::InWipeDone:
case CGunMorph::EGunState::InWipe:
case CGunMorph::EGunState::OutWipe:
if (x678_morph.GetGunState() != CGunMorph::EGunState::InWipeDone) {
zeus::CTransform morphXf = elbowOffsetXf * zeus::CTransform::Translate(0.f, x678_morph.GetYLerp(), 0.f);
CopyScreenTex();
x6e0_rightHandModel.Render(mgr, elbowOffsetXf * zeus::CTransform::Translate(0.f, -0.2f, 0.02f), &x0_lights,
mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal
? kHandThermalFlag
: kHandHoloFlag);
x72c_currentBeam->DrawHologram(mgr, offsetWorldXf, CModelFlags(0, 0, 3, zeus::skWhite));
DrawScreenTex(ConvertToScreenSpace(morphXf.origin, *cam).z());
if (x0_lights.HasShadowLight())
x82c_shadow->EnableModelProjectedShadow(offsetWorldXf, x0_lights.GetShadowLightArrIndex(), 2.15f);
CGraphics::SetModelMatrix(morphXf);
DrawClipCube(x6c8_hologramClipCube);
x72c_currentBeam->Draw(drawSuitArm, mgr, offsetWorldXf, beamFlags, &x0_lights);
x82c_shadow->DisableModelProjectedShadow();
} else {
x6e0_rightHandModel.Render(mgr, elbowOffsetXf * zeus::CTransform::Translate(0.f, -0.2f, 0.02f), &x0_lights,
mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal
? kHandThermalFlag
: kHandHoloFlag);
x72c_currentBeam->DrawHologram(mgr, offsetWorldXf, CModelFlags(0, 0, 3, zeus::skWhite));
if (x0_lights.HasShadowLight())
x82c_shadow->EnableModelProjectedShadow(offsetWorldXf, x0_lights.GetShadowLightArrIndex(), 2.15f);
DrawArm(mgr, pos, flags);
x82c_shadow->DisableModelProjectedShadow();
}
break;
}
oldViewMtx = CGraphics::g_ViewMatrix;
CGraphics::SetViewPointMatrix(offsetWorldXf.inverse() * oldViewMtx);
CGraphics::SetModelMatrix(zeus::CTransform());
x72c_currentBeam->PostRenderGunFx(mgr, offsetWorldXf);
if (x832_26_comboFiring && x77c_comboXferGen)
x77c_comboXferGen->Render();
CGraphics::SetViewPointMatrix(oldViewMtx);
RenderEnergyDrainEffects(mgr);
CGraphics::SetDepthRange(DEPTH_WORLD, DEPTH_FAR);
CGraphics::SetProjectionState(projState);
}
void CPlayerGun::AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const {
if (x72c_currentBeam->HasSolidModelData())
x72c_currentBeam->GetSolidModelData().RenderParticles(frustum);
}
void CPlayerGun::DropBomb(EBWeapon weapon, CStateManager& mgr) {
if (weapon == EBWeapon::Bomb) {
if (x32c_chargePhase != EChargePhase::NotCharging) {
x32c_chargePhase = EChargePhase::ChargeDone;
return;
}
if (x308_bombCount <= 0)
return;
const zeus::CVector3f plPos = mgr.GetPlayer().GetTranslation();
const zeus::CTransform xf =
zeus::CTransform::Translate({plPos.x(), plPos.y(), plPos.z() + g_tweakPlayer->GetPlayerBallHalfExtent()});
CBomb* bomb = new CBomb(x784_bombEffects[u32(weapon)][0], x784_bombEffects[u32(weapon)][1], mgr.AllocateUniqueId(),
mgr.GetPlayer().GetAreaId(), x538_playerId, x354_bombFuseTime, xf,
CDamageInfo{g_tweakPlayerGun->GetBombInfo()});
mgr.AddObject(bomb);
if (x308_bombCount == 3)
x35c_bombTime = x358_bombDropDelayTime;
--x308_bombCount;
if (TCastToPtr<CScriptPlatform> plat = mgr.ObjectById(mgr.GetPlayer().GetRidingPlatformId()))
plat->AddSlave(bomb->GetUniqueId(), mgr);
} else if (weapon == EBWeapon::PowerBomb) {
mgr.GetPlayerState()->DecrPickup(CPlayerState::EItemType::PowerBombs, 1);
x53a_powerBomb = DropPowerBomb(mgr);
}
}
TUniqueId CPlayerGun::DropPowerBomb(CStateManager& mgr) {
const auto dInfo = mgr.GetPlayer().GetDeathTime() <= 0.f ? CDamageInfo{g_tweakPlayerGun->GetPowerBombInfo()}
: CDamageInfo{CWeaponMode::PowerBomb(), 0.f, 0.f, 0.f};
TUniqueId uid = mgr.AllocateUniqueId();
zeus::CVector3f plVec = mgr.GetPlayer().GetTranslation();
zeus::CTransform xf =
zeus::CTransform::Translate({plVec.x(), plVec.y(), plVec.z() + g_tweakPlayer->GetPlayerBallHalfExtent()});
CPowerBomb* pBomb = new CPowerBomb(x784_bombEffects[1][0], uid, kInvalidAreaId, x538_playerId, xf, dInfo);
mgr.AddObject(*pBomb);
return uid;
}
} // namespace metaforce