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metaforce/Runtime/Weapon/CGunMotion.cpp
Lioncash 221cc5c6b8 RuntimeCommonB: Normalize cpp file includes
Like the prior changes normalizing the inclusions within headers, this
tackles the cpp files of the RuntimeCommonB target, making these source
files consistent with their headers.
2019-12-22 18:12:04 -05:00

91 lines
2.9 KiB
C++

#include "Runtime/Weapon/CGunMotion.hpp"
#include "Runtime/CStateManager.hpp"
#include "Runtime/Character/CPASAnimParmData.hpp"
#include "Runtime/Weapon/WeaponCommon.hpp"
namespace urde {
CGunMotion::CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale)
: x0_modelData(CAnimRes(ancsId, 0, scale, 0, false), 1), x4c_gunController(x0_modelData) {
xb8_24_animPlaying = false;
LoadAnimations();
}
void CGunMotion::LoadAnimations() {
NWeaponTypes::get_token_vector(*x0_modelData.GetAnimationData(), 0, 14, xa8_anims, true);
}
bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike) {
const CPASDatabase& pas = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
s32 animId = -1;
bool loop = true;
switch (state) {
case SamusGun::EAnimationState::Wander: {
CPASAnimParmData parms((s32(state)));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
animId = anim.second;
break;
}
case SamusGun::EAnimationState::Idle: {
CPASAnimParmData parms(s32(state), CPASAnimParm::FromEnum(0));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
animId = anim.second;
break;
}
case SamusGun::EAnimationState::Struck: {
CPASAnimParmData parms(s32(state), CPASAnimParm::FromInt32(0), CPASAnimParm::FromReal32(angle),
CPASAnimParm::FromBool(bigStrike), CPASAnimParm::FromBool(false));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
animId = anim.second;
loop = false;
break;
}
case SamusGun::EAnimationState::FreeLook:
x4c_gunController.EnterFreeLook(mgr, 0, -1);
break;
case SamusGun::EAnimationState::ComboFire:
x4c_gunController.EnterComboFire(mgr, 0);
break;
default:
break;
}
if (animId != -1) {
x0_modelData.GetAnimationData()->EnableLooping(loop);
CAnimPlaybackParms aparms(animId, -1, 1.f, true);
x0_modelData.GetAnimationData()->SetAnimation(aparms, false);
}
return loop;
}
void CGunMotion::ReturnToDefault(CStateManager& mgr, bool setState) {
x4c_gunController.ReturnToDefault(mgr, 0.f, setState);
}
void CGunMotion::BasePosition(bool bigStrikeReset) {
x0_modelData.GetAnimationData()->EnableLooping(false);
CAnimPlaybackParms aparms(bigStrikeReset ? 6 : 0, -1, 1.f, true);
x0_modelData.GetAnimationData()->SetAnimation(aparms, false);
}
void CGunMotion::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2) {
xb8_24_animPlaying = true;
x4c_gunController.EnterFidget(mgr, s32(type), 0, parm2);
}
void CGunMotion::Update(float dt, CStateManager& mgr) {
x0_modelData.AdvanceAnimation(dt, mgr, kInvalidAreaId, true);
if (x4c_gunController.Update(dt, mgr))
xb8_24_animPlaying = false;
}
void CGunMotion::Draw(const CStateManager& mgr, const zeus::CTransform& xf) const {
CModelFlags flags(0, 0, 3, zeus::skWhite);
x0_modelData.Render(mgr, xf, nullptr, flags);
}
} // namespace urde