metaforce/Runtime/Weapon/CPhazonBeam.hpp

60 lines
2.5 KiB
C++

#ifndef __URDE_CPHAZONBEAM_HPP__
#define __URDE_CPHAZONBEAM_HPP__
#include "CGunWeapon.hpp"
#include "Graphics/Shaders/CAABoxShader.hpp"
namespace urde
{
class CPhazonBeam final : public CGunWeapon
{
TCachedToken<CModel> x21c_phazonVeins;
std::unique_ptr<CModelData> x224_phazonVeinsData;
TCachedToken<CGenDescription> x228_phazon2nd1;
std::unique_ptr<CElementGen> x234_chargeFxGen;
zeus::CAABox x238_aaBoxScale;
zeus::CAABox x250_aaBoxTranslate;
float x268_clipWipeScale = 0.f;
float x26c_clipWipeTranslate = 0.f;
float x270_indirectAlpha = 1.f;
bool x274_24_loaded : 1;
bool x274_25_clipWipeActive : 1;
bool x274_26_veinsAlphaActive : 1;
bool x274_27_phazonVeinsIdx : 1;
float x278_fireTime = 1.f / 3.f;
mutable CAABoxShader m_aaboxShaderScale = {true};
mutable CAABoxShader m_aaboxShaderTranslate = {true};
void ReInitVariables();
void DrawClipScaleCube() const;
void DrawClipTranslateCube() const;
public:
CPhazonBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const zeus::CVector3f& scale);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
bool IsFiring() const { return x278_fireTime < 1.f / 6.f; }
void SetClipWipeActive(bool b) { x274_25_clipWipeActive = b; }
void SetVeinsAlphaActive(bool b) { x274_26_veinsAlphaActive = b; }
void StopBeam(CStateManager& mgr, bool b1);
void UpdateBeam(float dt, const zeus::CTransform& targetXf,
const zeus::CVector3f& localBeamPos, CStateManager& mgr);
void CreateBeam(CStateManager& mgr);
void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf);
void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
void Update(float dt, CStateManager& mgr);
void Load(CStateManager& mgr, bool subtypeBasePose);
void Unload(CStateManager& mgr);
bool IsLoaded() const;
void Draw(bool drawSuitArm, const CStateManager& mgr, const zeus::CTransform& xf,
const CModelFlags& flags, const CActorLights* lights) const;
void DrawMuzzleFx(const CStateManager& mgr) const;
};
}
#endif // __URDE_CPHAZONBEAM_HPP__