metaforce/Runtime/World/CScriptActor.hpp

50 lines
2.2 KiB
C++

#pragma once
#include "Runtime/GCNTypes.hpp"
#include "Runtime/World/CDamageVulnerability.hpp"
#include "Runtime/World/CHealthInfo.hpp"
#include "Runtime/World/CPhysicsActor.hpp"
namespace urde {
class CScriptActor : public CPhysicsActor {
protected:
CHealthInfo x258_initialHealth;
CHealthInfo x260_currentHealth;
CDamageVulnerability x268_damageVulnerability;
float x2d0_fadeInTime;
float x2d4_fadeOutTime;
s32 x2d8_shaderIdx;
float x2dc_xrayAlpha;
TUniqueId x2e0_triggerId = kInvalidUniqueId;
bool x2e2_24_noThermalHotZ : 1;
bool x2e2_25_dead : 1;
bool x2e2_26_animating : 1;
bool x2e2_27_xrayAlphaEnabled : 1;
bool x2e2_28_inXrayAlpha : 1;
bool x2e2_29_processModelFlags : 1;
bool x2e2_30_scaleAdvancementDelta : 1;
bool x2e2_31_materialFlag54 : 1;
bool x2e3_24_isPlayerActor : 1;
public:
CScriptActor(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
CModelData&& mData, const zeus::CAABox& aabb, float mass, float zMomentum, const CMaterialList& matList,
const CHealthInfo& hInfo, const CDamageVulnerability& dVuln, const CActorParameters& actParms,
bool looping, bool active, s32 shaderIdx, float xrayAlpha, bool noThermalHotZ, bool castsShadow,
bool scaleAdvancementDelta, bool materialFlag54);
void Accept(IVisitor& visitor) override;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void Think(float, CStateManager&) override;
void PreRender(CStateManager&, const zeus::CFrustum&) override;
zeus::CAABox GetSortingBounds(const CStateManager&) const override;
EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
const CWeaponMode&, EProjectileAttrib) const override;
std::optional<zeus::CAABox> GetTouchBounds() const override;
void Touch(CActor&, CStateManager&) override;
const CDamageVulnerability* GetDamageVulnerability() const override { return &x268_damageVulnerability; }
CHealthInfo* HealthInfo(CStateManager&) override { return &x260_currentHealth; }
bool IsPlayerActor() const { return x2e3_24_isPlayerActor; }
};
}; // namespace urde