metaforce/Runtime/CStateManager.hpp

463 lines
22 KiB
C++

#pragma once
#include <list>
#include <map>
#include <memory>
#include <optional>
#include <set>
#include <string>
#include <utility>
#include <vector>
#include "Runtime/CBasics.hpp"
#include "Runtime/CRandom16.hpp"
#include "Runtime/CSortedLists.hpp"
#include "Runtime/CToken.hpp"
#include "Runtime/rstl.hpp"
#include "Runtime/Camera/CCameraFilter.hpp"
#include "Runtime/Camera/CCameraManager.hpp"
#include "Runtime/Camera/CCameraShakeData.hpp"
#include "Runtime/GameObjectLists.hpp"
#include "Runtime/Graphics/Shaders/CColoredQuadFilter.hpp"
#include "Runtime/Input/CFinalInput.hpp"
#include "Runtime/Input/CRumbleManager.hpp"
#include "Runtime/Weapon/CWeaponMgr.hpp"
#include "Runtime/World/CActorModelParticles.hpp"
#include "Runtime/World/CAi.hpp"
#include "Runtime/World/CEnvFxManager.hpp"
#include "Runtime/World/CFluidPlaneManager.hpp"
#include "Runtime/World/ScriptLoader.hpp"
#include "Runtime/World/ScriptObjectSupport.hpp"
#include <zeus/CAABox.hpp>
#include <zeus/CVector2f.hpp>
#include <zeus/CVector2i.hpp>
namespace urde {
class CActor;
class CActorModelParticles;
class CDamageInfo;
class CEnvFxManager;
class CFluidPlaneManager;
class CLight;
class CMapWorldInfo;
class CMaterialFilter;
class CObjectList;
class CPlayer;
class CPlayerState;
class CProjectedShadow;
class CRelayTracker;
class CRumbleManager;
class CSortedListManager;
class CTexture;
class CWorld;
class CWorldLayerState;
class CWorldTransManager;
struct CFinalInput;
namespace MP1 {
class CMFGameLoader;
}
struct SScriptObjectStream {
// CEntity* x0_obj;
EScriptObjectType x0_type;
u32 x4_position;
u32 x8_length;
};
struct SOnScreenTex {
CAssetId x0_id;
zeus::CVector2i x4_origin;
zeus::CVector2i xc_extent;
};
enum class EStateManagerTransition { InGame, MapScreen, PauseGame, LogBook, SaveGame, MessageScreen };
enum class EThermalDrawFlag { Hot, Cold, Bypass };
class CStateManager {
friend class MP1::CMFGameLoader;
public:
enum class EGameState { Running, SoftPaused, Paused };
private:
s16 x0_nextFreeIndex = 0;
u16 x8_idArr[1024] = {};
/*
std::unique_ptr<CObjectList> x80c_allObjs;
std::unique_ptr<CActorList> x814_actorObjs;
std::unique_ptr<CPhysicsActorList> x81c_physActorObjs;
std::unique_ptr<CGameCameraList> x824_cameraObjs;
std::unique_ptr<CGameLightList> x82c_lightObjs;
std::unique_ptr<CListeningAiList> x834_listenAiObjs;
std::unique_ptr<CAiWaypointList> x83c_aiWaypointObjs;
std::unique_ptr<CPlatformAndDoorList> x844_platformAndDoorObjs;
*/
std::unique_ptr<CObjectList> x808_objLists[8] = {std::make_unique<CObjectList>(EGameObjectList::All),
std::make_unique<CActorList>(),
std::make_unique<CPhysicsActorList>(),
std::make_unique<CGameCameraList>(),
std::make_unique<CGameLightList>(),
std::make_unique<CListeningAiList>(),
std::make_unique<CAiWaypointList>(),
std::make_unique<CPlatformAndDoorList>()};
std::unique_ptr<CPlayer> x84c_player;
std::unique_ptr<CWorld> x850_world;
/* Used to be a list of 32-element reserved_vectors */
std::vector<TUniqueId> x854_objectGraveyard;
struct CStateManagerContainer {
CCameraManager x0_cameraManager;
CSortedListManager x3c0_sortedListManager;
CWeaponMgr xe3d8_weaponManager;
CFluidPlaneManager xe3ec_fluidPlaneManager;
CEnvFxManager xe510_envFxManager;
CActorModelParticles xf168_actorModelParticles;
CRumbleManager xf250_rumbleManager;
u32 xf344_ = 0;
rstl::reserved_vector<TUniqueId, 20> xf370_;
rstl::reserved_vector<TUniqueId, 20> xf39c_renderLast;
};
std::unique_ptr<CStateManagerContainer> x86c_stateManagerContainer;
CCameraManager* x870_cameraManager = nullptr;
CSortedListManager* x874_sortedListManager = nullptr;
CWeaponMgr* x878_weaponManager = nullptr;
CFluidPlaneManager* x87c_fluidPlaneManager = nullptr;
CEnvFxManager* x880_envFxManager = nullptr;
CActorModelParticles* x884_actorModelParticles = nullptr;
CRumbleManager* x88c_rumbleManager = nullptr;
std::multimap<TEditorId, TUniqueId> x890_scriptIdMap;
std::map<TEditorId, SScriptObjectStream> x8a4_loadedScriptObjects;
std::shared_ptr<CPlayerState> x8b8_playerState;
std::shared_ptr<CRelayTracker> x8bc_relayTracker;
std::shared_ptr<CMapWorldInfo> x8c0_mapWorldInfo;
std::shared_ptr<CWorldTransManager> x8c4_worldTransManager;
std::shared_ptr<CWorldLayerState> x8c8_worldLayerState;
TAreaId x8cc_nextAreaId = 0;
TAreaId x8d0_prevAreaId = kInvalidAreaId;
// u32 x8d0_extFrameIdx = 0;
u32 x8d4_inputFrameIdx = 0;
u32 x8d8_updateFrameIdx = 0;
u32 x8dc_objectDrawToken = 0;
std::vector<CLight> x8e0_dynamicLights;
TLockedToken<CTexture> x8f0_shadowTex; /* DefaultShadow in MiscData */
CRandom16 x8fc_random;
CRandom16* x900_activeRandom = nullptr;
EGameState x904_gameState = EGameState::Running;
u32 x908_loaderCount = 0;
FScriptLoader x90c_loaderFuncs[int(EScriptObjectType::ScriptObjectTypeMAX)] = {};
bool xab0_worldLoaded = false;
enum class EInitPhase { LoadWorld, LoadFirstArea, Done } xb3c_initPhase = EInitPhase::LoadWorld;
std::set<std::string> xb40_uniqueInstanceNames;
CFinalInput xb54_finalInput;
CCameraFilterPassPoly xb84_camFilterPasses[9]; // size: 0x2c
CCameraBlurPass xd14_camBlurPasses[9]; // size: 0x34
s32 xeec_hintIdx = -1;
u32 xef0_hintPeriods = 0;
SOnScreenTex xef4_pendingScreenTex;
CAssetId xf08_pauseHudMessage;
float xf0c_escapeTimer = 0.f;
float xf10_escapeTotalTime = 0.f;
float xf14_curTimeMod900 = 0.f;
TUniqueId xf18_bossId = kInvalidUniqueId;
float xf1c_totalBossEnergy = 0.f;
u32 xf20_bossStringIdx = 0;
float xf24_thermColdScale1 = 0.f;
float xf28_thermColdScale2 = 0.f;
zeus::CVector2f xf2c_viewportScale = {1.f, 1.f};
EThermalDrawFlag xf34_thermalFlag = EThermalDrawFlag::Bypass;
TUniqueId xf38_skipCineSpecialFunc = kInvalidUniqueId;
std::list<TUniqueId> xf3c_activeFlickerBats;
std::list<TUniqueId> xf54_activeParasites;
TUniqueId xf6c_playerActorHead = kInvalidUniqueId;
u32 xf70_ = 0;
TUniqueId xf74_lastTrigger = kInvalidUniqueId;
TUniqueId xf76_lastRelay = kInvalidUniqueId;
float xf78_hudMessageTime = 0.f;
CProjectedShadow* xf7c_projectedShadow = nullptr;
u32 xf80_hudMessageFrameCount = 0;
s32 xf84_ = -1;
CAssetId xf88_;
float xf8c_ = 0.f;
EStateManagerTransition xf90_deferredTransition = EStateManagerTransition::InGame;
union {
struct {
bool xf94_24_readyToRender : 1;
bool xf94_25_quitGame : 1;
bool xf94_26_generatingObject : 1;
bool xf94_27_inMapScreen : 1;
bool xf94_28_inSaveUI : 1;
bool xf94_29_cinematicPause : 1;
bool xf94_30_fullThreat : 1;
};
u32 xf94_ = 0;
};
CColoredQuadFilter m_deathWhiteout = {EFilterType::Add};
CColoredQuadFilter m_escapeWhiteout = {EFilterType::Add};
bool m_warping = false;
void UpdateThermalVisor();
static void RendererDrawCallback(const void*, const void*, int);
public:
CStateManager(const std::weak_ptr<CRelayTracker>&, const std::weak_ptr<CMapWorldInfo>&,
const std::weak_ptr<CPlayerState>&, const std::weak_ptr<CWorldTransManager>&,
const std::weak_ptr<CWorldLayerState>&);
~CStateManager();
u32 GetInputFrameIdx() const { return x8d4_inputFrameIdx; }
bool RenderLast(TUniqueId);
void AddDrawableActorPlane(const CActor& actor, const zeus::CPlane&, const zeus::CAABox& aabb) const;
void AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const;
bool SpecialSkipCinematic();
TAreaId GetVisAreaId() const;
s32 GetWeaponIdCount(TUniqueId, EWeaponType) const;
void RemoveWeaponId(TUniqueId, EWeaponType);
void AddWeaponId(TUniqueId, EWeaponType);
void UpdateEscapeSequenceTimer(float);
float GetEscapeSequenceTimer() const { return xf0c_escapeTimer; }
void ResetEscapeSequenceTimer(float);
void SetupParticleHook(const CActor& actor) const;
void MurderScriptInstanceNames();
std::string HashInstanceName(CInputStream& in);
void SetActorAreaId(CActor& actor, TAreaId);
void TouchSky() const;
void TouchPlayerActor();
void DrawSpaceWarp(const zeus::CVector3f&, float) const;
void DrawReflection(const zeus::CVector3f&);
static void ReflectionDrawer(void*, const zeus::CVector3f&);
void CacheReflection();
bool CanCreateProjectile(TUniqueId, EWeaponType, int) const;
const std::vector<CLight>& GetDynamicLightList() const { return x8e0_dynamicLights; }
void BuildDynamicLightListForWorld();
void DrawDebugStuff() const;
void RenderCamerasAndAreaLights() const;
void DrawE3DeathEffect() const;
void DrawAdditionalFilters() const;
zeus::CFrustum SetupDrawFrustum(const SViewport& vp) const;
zeus::CFrustum SetupViewForDraw(const SViewport& vp) const;
zeus::CFrustum SetupViewForCubeFaceDraw(const zeus::CVector3f& pos, int face) const;
void ResetViewAfterDraw(const SViewport& backupViewport, const zeus::CTransform& backupViewMatrix) const;
void DrawWorld() const;
void DrawActorCubeFaces(CActor& actor, int& cubeInst) const;
void DrawWorldCubeFaces() const;
void SetupFogForArea(TAreaId area) const;
void SetupFogForAreaNonCurrent(TAreaId area) const;
void SetupFogForArea(const CGameArea& area) const;
void SetupFogForAreaNonCurrent(const CGameArea& area) const;
bool SetupFogForDraw() const;
void PreRender();
void GetCharacterRenderMaskAndTarget(bool thawed, int& mask, int& target) const;
bool GetVisSetForArea(TAreaId, TAreaId, CPVSVisSet& setOut) const;
void RecursiveDrawTree(TUniqueId) const;
void SendScriptMsg(CEntity* dest, TUniqueId src, EScriptObjectMessage msg);
void SendScriptMsg(TUniqueId dest, TUniqueId src, EScriptObjectMessage msg);
void SendScriptMsg(TUniqueId src, TEditorId dest, EScriptObjectMessage msg, EScriptObjectState state);
void SendScriptMsgAlways(TUniqueId dest, TUniqueId src, EScriptObjectMessage);
void FreeScriptObjects(TAreaId);
void FreeScriptObject(TUniqueId);
std::pair<const SScriptObjectStream*, TEditorId> GetBuildForScript(TEditorId) const;
TEditorId GetEditorIdForUniqueId(TUniqueId) const;
TUniqueId GetIdForScript(TEditorId) const;
std::pair<std::multimap<TEditorId, TUniqueId>::const_iterator, std::multimap<TEditorId, TUniqueId>::const_iterator>
GetIdListForScript(TEditorId) const;
std::multimap<TEditorId, TUniqueId>::const_iterator GetIdListEnd() const { return x890_scriptIdMap.cend(); };
void LoadScriptObjects(TAreaId, CInputStream& in, std::vector<TEditorId>& idsOut);
void InitializeScriptObjects(const std::vector<TEditorId>& objIds);
std::pair<TEditorId, TUniqueId> LoadScriptObject(TAreaId, EScriptObjectType, u32, CInputStream& in);
std::pair<TEditorId, TUniqueId> GenerateObject(TEditorId);
void InitScriptObjects(const std::vector<TEditorId>& ids);
void InformListeners(const zeus::CVector3f&, EListenNoiseType);
void ApplyKnockBack(CActor& actor, const CDamageInfo& info, const CDamageVulnerability&, const zeus::CVector3f&,
float);
void KnockBackPlayer(CPlayer& player, const zeus::CVector3f& pos, float power, float resistance);
void ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&, const CDamageInfo& info,
const CMaterialFilter&);
void ProcessRadiusDamage(const CActor&, CActor&, TUniqueId senderId, const CDamageInfo& info, const CMaterialFilter&);
void ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&, const CDamageInfo& info);
bool TestRayDamage(const zeus::CVector3f& pos, const CActor& damagee,
const rstl::reserved_vector<TUniqueId, 1024>& nearList) const;
bool RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end, const CMaterialFilter& filter,
const CActor* damagee) const;
bool RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end,
const rstl::reserved_vector<TUniqueId, 1024>& nearList, const CMaterialFilter& filter,
const CActor* damagee) const;
bool RayCollideWorldInternal(const zeus::CVector3f& start, const zeus::CVector3f& end, const CMaterialFilter& filter,
const rstl::reserved_vector<TUniqueId, 1024>& nearList, const CActor* damagee) const;
bool MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter) const;
void TestBombHittingWater(const CActor& damager, const zeus::CVector3f& pos, CActor& damagee);
bool ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float, const CWeaponMode&);
bool ApplyDamage(TUniqueId damagerId, TUniqueId damageeId, TUniqueId radiusSender, const CDamageInfo& info,
const CMaterialFilter& filter, const zeus::CVector3f& knockbackVec);
void UpdateAreaSounds();
void FrameEnd();
void ProcessPlayerInput();
void SetGameState(EGameState state);
EGameState GetGameState() const { return x904_gameState; }
void ProcessInput(const CFinalInput& input);
void UpdateGraphicsTiming(float dt);
void Update(float dt);
void UpdateGameState();
void UpdateHintState(float dt);
void PreThinkObjects(float dt);
void MovePlatforms(float dt);
void MoveActors(float dt);
void CrossTouchActors();
void Think(float dt);
void PostUpdatePlayer(float dt);
void ShowPausedHUDMemo(CAssetId strg, float time);
void ClearGraveyard();
void FrameBegin(s32 frameCount);
void InitializeState(CAssetId mlvlId, TAreaId aid, CAssetId mreaId);
void CreateStandardGameObjects();
const std::unique_ptr<CObjectList>& GetObjectList() const { return x808_objLists[0]; }
CObjectList* ObjectListById(EGameObjectList type);
const CObjectList* GetObjectListById(EGameObjectList type) const;
void RemoveObject(TUniqueId);
void UpdateRoomAcoustics(TAreaId);
TAreaId GetNextAreaId() const { return x8cc_nextAreaId; }
void SetCurrentAreaId(TAreaId);
CEntity* ObjectById(TUniqueId uid) const { return GetAllObjectList().GetObjectById(uid); }
const CEntity* GetObjectById(TUniqueId uid) const { return GetAllObjectList().GetObjectById(uid); }
void AreaUnloaded(TAreaId);
void PrepareAreaUnload(TAreaId);
void AreaLoaded(TAreaId);
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const zeus::CVector3f&, const zeus::CVector3f&,
float, const CMaterialFilter&, const CActor*) const;
void BuildColliderList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const CActor&, const zeus::CAABox&) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const zeus::CAABox&, const CMaterialFilter&,
const CActor*) const;
void UpdateActorInSortedLists(CActor&);
void UpdateSortedLists();
std::optional<zeus::CAABox> CalculateObjectBounds(const CActor&);
void AddObject(CEntity&);
void AddObject(CEntity*);
CRayCastResult RayStaticIntersection(const zeus::CVector3f& pos, const zeus::CVector3f& dir, float length,
const CMaterialFilter& filter) const;
CRayCastResult RayWorldIntersection(TUniqueId& idOut, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
float length, const CMaterialFilter& filter,
const rstl::reserved_vector<TUniqueId, 1024>& list) const;
void UpdateObjectInLists(CEntity&);
TUniqueId AllocateUniqueId();
void DeferStateTransition(EStateManagerTransition t);
EStateManagerTransition GetDeferredStateTransition() const { return xf90_deferredTransition; }
bool CanShowMapScreen() const;
TUniqueId GetSkipCinematicSpecialFunction() const { return xf38_skipCineSpecialFunc; }
void SetSkipCinematicSpecialFunction(TUniqueId id) { xf38_skipCineSpecialFunc = id; }
float GetHUDMessageTime() const { return xf78_hudMessageTime; }
u32 GetHUDMessageFrameCount() const { return xf80_hudMessageFrameCount; }
CAssetId GetPauseHUDMessage() const { return xf08_pauseHudMessage; }
void IncrementHUDMessageFrameCounter() { ++xf80_hudMessageFrameCount; }
bool ShouldQuitGame() const { return xf94_25_quitGame; }
void SetShouldQuitGame(bool should) { xf94_25_quitGame = should; }
void SetInSaveUI(bool b) { xf94_28_inSaveUI = b; }
bool GetInSaveUI() const { return xf94_28_inSaveUI; }
void SetInMapScreen(bool b) { xf94_27_inMapScreen = b; }
bool GetInMapScreen() const { return xf94_27_inMapScreen; }
bool IsFullThreat() const { return xf94_30_fullThreat; }
void SetIsFullThreat(bool v) { xf94_30_fullThreat = v; }
const std::shared_ptr<CPlayerState>& GetPlayerState() const { return x8b8_playerState; }
CRandom16* GetActiveRandom() { return x900_activeRandom; }
const CRandom16* GetActiveRandom() const { return x900_activeRandom; }
zeus::CVector3f Random2f(float scaleMin, float scaleMax);
void SetActiveRandomToDefault() { x900_activeRandom = &x8fc_random; }
void ClearActiveRandom() { x900_activeRandom = nullptr; }
CRumbleManager& GetRumbleManager() { return *x88c_rumbleManager; }
const CRumbleManager& GetRumbleManager() const { return *x88c_rumbleManager; }
CCameraFilterPassPoly& GetCameraFilterPass(int idx) { return xb84_camFilterPasses[idx]; }
const CCameraFilterPassPoly& GetCameraFilterPass(int idx) const { return xb84_camFilterPasses[idx]; }
CCameraBlurPass& GetCameraBlurPass(int idx) { return xd14_camBlurPasses[idx]; }
const CCameraBlurPass& GetCameraBlurPass(int idx) const { return xd14_camBlurPasses[idx]; }
CEnvFxManager* GetEnvFxManager() { return x880_envFxManager; }
const CEnvFxManager* GetEnvFxManager() const { return x880_envFxManager; }
CWorld* GetWorld() { return x850_world.get(); }
const CWorld* GetWorld() const { return x850_world.get(); }
CRelayTracker* GetRelayTracker() { return x8bc_relayTracker.get(); }
const CRelayTracker* GetRelayTracker() const { return x8bc_relayTracker.get(); }
CCameraManager* GetCameraManager() const { return x870_cameraManager; }
CFluidPlaneManager* GetFluidPlaneManager() const { return x87c_fluidPlaneManager; }
CActorModelParticles* GetActorModelParticles() const { return x884_actorModelParticles; }
const std::shared_ptr<CMapWorldInfo>& MapWorldInfo() const { return x8c0_mapWorldInfo; }
const std::shared_ptr<CWorldTransManager>& WorldTransManager() const { return x8c4_worldTransManager; }
const std::shared_ptr<CWorldLayerState>& WorldLayerState() const { return x8c8_worldLayerState; }
std::shared_ptr<CWorldLayerState>& WorldLayerState() { return x8c8_worldLayerState; }
CPlayer& GetPlayer() const { return *x84c_player; }
CPlayer* Player() const { return x84c_player.get(); }
CObjectList& GetAllObjectList() const { return *x808_objLists[0]; }
CActorList& GetActorObjectList() const { return static_cast<CActorList&>(*x808_objLists[1]); }
CPhysicsActorList& GetPhysicsActorObjectList() const { return static_cast<CPhysicsActorList&>(*x808_objLists[2]); }
CGameCameraList& GetCameraObjectList() const { return static_cast<CGameCameraList&>(*x808_objLists[3]); }
CGameLightList& GetLightObjectList() const { return static_cast<CGameLightList&>(*x808_objLists[4]); }
CListeningAiList& GetListeningAiObjectList() const { return static_cast<CListeningAiList&>(*x808_objLists[5]); }
CAiWaypointList& GetAiWaypointObjectList() const { return static_cast<CAiWaypointList&>(*x808_objLists[6]); }
CPlatformAndDoorList& GetPlatformAndDoorObjectList() const {
return static_cast<CPlatformAndDoorList&>(*x808_objLists[7]);
}
std::pair<u32, u32> CalculateScanCompletionRate() const;
void SetLastTriggerId(TUniqueId uid) { xf74_lastTrigger = uid; }
TUniqueId GetLastTriggerId() const { return xf74_lastTrigger; }
void SetLastRelayId(TUniqueId uid) { xf76_lastRelay = uid; }
TUniqueId* GetLastRelayIdPtr() { return &xf76_lastRelay; }
TUniqueId GetLastRelayId() const { return xf76_lastRelay; }
bool GetIsGeneratingObject() const { return xf94_26_generatingObject; }
void SetIsGeneratingObject(bool gen) { xf94_26_generatingObject = gen; }
EThermalDrawFlag GetThermalDrawFlag() const { return xf34_thermalFlag; }
const CFinalInput& GetFinalInput() const { return xb54_finalInput; }
void SetBossParams(TUniqueId bossId, float maxEnergy, u32 stringIdx);
TUniqueId GetBossId() const { return xf18_bossId; }
float GetTotalBossEnergy() const { return xf1c_totalBossEnergy; }
u32 GetBossStringIdx() const { return xf20_bossStringIdx; }
void SetPendingOnScreenTex(CAssetId texId, const zeus::CVector2i& origin, const zeus::CVector2i& extent) {
xef4_pendingScreenTex.x0_id = texId;
xef4_pendingScreenTex.x4_origin = origin;
xef4_pendingScreenTex.xc_extent = extent;
}
const SOnScreenTex& GetPendingScreenTex() const { return xef4_pendingScreenTex; }
void SetViewportScale(const zeus::CVector2f& scale) { xf2c_viewportScale = scale; }
float GetThermalColdScale1() const { return xf24_thermColdScale1; }
float GetThermalColdScale2() const { return xf28_thermColdScale2; }
void SetThermalColdScale2(float s) { xf28_thermColdScale2 = s; }
float IntegrateVisorFog(float f) const;
u32 GetUpdateFrameIndex() const { return x8d8_updateFrameIdx; }
void SetCinematicPause(bool p) { xf94_29_cinematicPause = p; }
void QueueMessage(u32 frameCount, CAssetId msg, float f1) {
xf84_ = frameCount;
xf88_ = msg;
xf8c_ = f1;
}
TUniqueId GetPlayerActorHead() const { return xf6c_playerActorHead; }
void SetPlayerActorHead(TUniqueId id) { xf6c_playerActorHead = id; }
std::list<TUniqueId>& GetActiveFlickerBats() { return xf3c_activeFlickerBats; }
std::list<TUniqueId>& GetActiveParasites() { return xf54_activeParasites; }
static float g_EscapeShakeCountdown;
static bool g_EscapeShakeCountdownInit;
void SetWarping(bool v) { m_warping = true; }
};
} // namespace urde