mirror of https://github.com/AxioDL/metaforce.git
118 lines
4.4 KiB
C++
118 lines
4.4 KiB
C++
#ifndef _DNAMP1_CTWEAKPLAYERGUN_HPP_
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#define _DNAMP1_CTWEAKPLAYERGUN_HPP_
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#include "../../DNACommon/Tweaks/ITweakPlayerGun.hpp"
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namespace DataSpec::DNAMP1
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{
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struct CTweakPlayerGun final : ITweakPlayerGun
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{
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AT_DECL_DNA_YAML
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Value<float> x4_upLookAngle;
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Value<float> x8_downLookAngle;
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Value<float> xc_verticalSpread;
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Value<float> x10_horizontalSpread;
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Value<float> x14_highVerticalSpread;
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Value<float> x18_highHorizontalSpread;
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Value<float> x1c_lowVerticalSpread;
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Value<float> x20_lowHorizontalSpread;
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Value<float> x24_aimVerticalSpeed;
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Value<float> x28_aimHorizontalSpeed;
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Value<float> x2c_bombFuseTime;
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Value<float> x30_bombDropDelayTime;
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Value<float> x34_holoHoldTime;
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Value<float> x38_gunTransformTime;
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Value<float> x3c_gunHolsterTime;
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Value<float> x40_gunNotFiringTime;
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Value<float> x44_fixedVerticalAim;
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Value<float> x48_gunExtendDistance;
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Value<zeus::CVector3f> x4c_gunPosition;
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Value<zeus::CVector3f> x58_;
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Value<zeus::CVector3f> x64_grapplingArmPosition;
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SShotParam x70_bomb;
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SShotParam x8c_powerBomb;
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SShotParam x1d4_missile;
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SWeaponInfo xa8_beams[5];
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SComboShotParam x1f0_combos[5]; // Originally rstl::prereserved_vector<SShotParam,5>
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Value<float> x280_ricochetData[6]; // Originally rstl::prereserved_vector<float,5>, extended to 6 to capture
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// PhazonBeam's value
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CTweakPlayerGun() = default;
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CTweakPlayerGun(athena::io::IStreamReader& r)
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{
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this->read(r);
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x44_fixedVerticalAim = zeus::degToRad(x44_fixedVerticalAim);
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}
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float GetUpLookAngle() const { return x4_upLookAngle; }
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float GetDownLookAngle() const { return x8_downLookAngle; }
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float GetVerticalSpread() const { return xc_verticalSpread; }
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float GetHorizontalSpread() const { return x10_horizontalSpread; }
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float GetHighVerticalSpread() const { return x14_highVerticalSpread; }
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float GetHighHorizontalSpread() const { return x18_highHorizontalSpread; }
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float GetLowVerticalSpread() const { return x1c_lowVerticalSpread; }
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float GetLowHorizontalSpread() const { return x20_lowHorizontalSpread; }
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float GetAimVerticalSpeed() const { return x24_aimVerticalSpeed; }
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float GetAimHorizontalSpeed() const { return x28_aimHorizontalSpeed; }
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float GetBombFuseTime() const { return x2c_bombFuseTime; }
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float GetBombDropDelayTime() const { return x30_bombDropDelayTime; }
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float GetHoloHoldTime() const { return x34_holoHoldTime; }
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float GetGunTransformTime() const { return x38_gunTransformTime; }
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float GetGunHolsterTime() const { return x3c_gunHolsterTime; }
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float GetGunNotFiringTime() const { return x40_gunNotFiringTime; }
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float GetFixedVerticalAim() const { return x44_fixedVerticalAim; }
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float GetGunExtendDistance() const { return x48_gunExtendDistance; }
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const zeus::CVector3f& GetGunPosition() const { return x4c_gunPosition; }
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const zeus::CVector3f& GetGrapplingArmPosition() const { return x64_grapplingArmPosition; }
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float GetRichochetDamage(atUint32 type) const
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{
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switch (type)
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{
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case 0: // Power
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return x280_ricochetData[0];
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case 1: // Ice
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return x280_ricochetData[1];
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case 2: // Wave
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return x280_ricochetData[2];
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case 3: // Plasma
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return x280_ricochetData[3];
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case 6: // Missile
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return x280_ricochetData[4];
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case 8: // Phazon
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/* Note: In order to return the same value as retail we have to do a bit of a hack
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* Retro accidentally forgot to load in PhazonBeam's richochet value, as a result, it loads the
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* pointer to CTweakParticle's vtable.
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*/
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#if MP_v1088
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return float(0x803D9CC4);
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#else
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return x280_ricochetData[5];
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#endif
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default:
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return 1.f;
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}
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}
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const SWeaponInfo& GetBeamInfo(atInt32 beam) const
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{
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if (beam < 0 || beam > 5)
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return xa8_beams[0];
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return xa8_beams[beam];
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}
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const SComboShotParam& GetComboShotInfo(atInt32 beam) const
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{
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if (beam < 0 || beam > 5)
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return x1f0_combos[0];
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return x1f0_combos[beam];
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}
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const SShotParam& GetBombInfo() const { return x70_bomb; }
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const SShotParam& GetPowerBombInfo() const { return x8c_powerBomb; }
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const SShotParam& GetMissileInfo() const { return x1d4_missile; }
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};
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}
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#endif // _DNAMP1_CTWEAKPLAYERGUN_HPP_
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