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			86 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			86 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef __URDE_CGUNWEAPON_HPP__
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| #define __URDE_CGUNWEAPON_HPP__
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| 
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| #include "RetroTypes.hpp"
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| #include "CWeaponMgr.hpp"
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| #include "Collision/CMaterialList.hpp"
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| #include "zeus/CVector3f.hpp"
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| #include "CPlayerState.hpp"
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| #include "Character/CAnimCharacterSet.hpp"
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| #include "Particle/CElementGen.hpp"
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| #include "CToken.hpp"
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| 
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| namespace urde
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| {
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| namespace NWeaponTypes
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| {
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| enum class EGunAnimType
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| {
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| };
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| }
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| 
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| class CActorLights;
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| class CGunController;
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| struct CModelFlags;
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| class CStateManager;
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| class CWeaponDescription;
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| 
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| class CVelocityInfo
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| {
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|     friend class CGunWeapon;
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|     rstl::reserved_vector<zeus::CVector3f, 2> x0_vel;
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|     rstl::reserved_vector<bool, 2> x1c_;
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|     rstl::reserved_vector<float, 2> x24_;
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| public:
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|     const zeus::CVector3f& GetVelocity(int i) const { return x0_vel[i]; }
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| };
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| 
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| class CGunWeapon
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| {
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| public:
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|     enum class ESecondaryFxType : u32
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|     {
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|     };
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| protected:
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|     static const char* skBeamXferNames[5];
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|     static const char* skAnimDependencyNames[5];
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|     static const char* skDependencyNames[5];
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|     static const char* skSuitArmNames[8];
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|     zeus::CVector3f x4_;
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|     TToken<CAnimCharacterSet> x104_gunCharacter;
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|     TToken<CAnimCharacterSet> x13c_armCharacter;
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|     rstl::reserved_vector<TCachedToken<CWeaponDescription>, 2> x144_weapons;
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|     TToken<CGenDescription> x160_xferEffect;
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|     rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x16c_muzzleEffects;
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|     rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x188_secondaryEffects;
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|     EWeaponType x1c0_weaponType;
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|     TUniqueId x1c4_uid;
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|     EMaterialTypes x1c8_matType;
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|     CVelocityInfo x1d0_velInfo;
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|     CPlayerState::EBeamId x200_beamId;
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| public:
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|     CGunWeapon(ResId ancsId, EWeaponType type, TUniqueId uid, EMaterialTypes, const zeus::CVector3f& vec);
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|     void AsyncLoadSuitArm(CStateManager& mgr);
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|     void AllocResPools(CPlayerState::EBeamId);
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| 
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|     virtual void Reset(CStateManager&) {}
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|     virtual void PlayAnim(NWeaponTypes::EGunAnimType, bool) {}
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|     virtual void PreRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
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|     virtual void PostRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
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|     virtual void UpdateGunFx(bool, float, const CStateManager&, const zeus::CTransform&) {}
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|     virtual void Fire(bool, float, CPlayerState::EChargeState, const zeus::CTransform&, CStateManager&, TUniqueId) {}
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|     virtual void EnableFx(bool) {}
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|     virtual void EnableSecondaryFx(ESecondaryFxType) {}
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|     virtual void Draw(bool, const CStateManager&, const zeus::CTransform&, const CModelFlags&,
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|                       const CActorLights*) const {}
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|     virtual void DrawMuzzleFx(const CStateManager&) const {}
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|     virtual void Update(float, CStateManager&) {}
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|     virtual void Load(bool) {}
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|     virtual void Unload(CStateManager&) {}
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|     virtual bool IsLoaded() const {return false;}
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|     const CVelocityInfo& GetVelocityInfo() const { return x1d0_velInfo; }
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| };
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| }
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| 
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| #endif // __URDE_CGUNWEAPON_HPP__
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