mirror of https://github.com/AxioDL/metaforce.git
355 lines
6.9 KiB
C++
355 lines
6.9 KiB
C++
#include "CStateManager.hpp"
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#include "Camera/CCameraShakeData.hpp"
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#include "CSortedLists.hpp"
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#include "CWeaponMgr.hpp"
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#include "CFluidPlaneManager.hpp"
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#include "World/CEnvFxManager.hpp"
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#include "World/CActorModelParticles.hpp"
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#include "World/CTeamAiTypes.hpp"
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#include "Input/CRumbleManager.hpp"
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namespace urde
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{
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CStateManager::CStateManager(const std::weak_ptr<CScriptMailbox>&,
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const std::weak_ptr<CMapWorldInfo>&,
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const std::weak_ptr<CPlayerState>&,
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const std::weak_ptr<CWorldTransManager>&)
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{
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}
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void CStateManager::RenderLast(TUniqueId)
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{
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}
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void CStateManager::AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec,
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const zeus::CAABox& aabb) const
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{
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}
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void CStateManager::SpecialSkipCinematic()
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{
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}
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void CStateManager::GetVisAreaId() const
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{
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}
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void CStateManager::GetWeaponIdCount(TUniqueId, EWeaponType)
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{
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}
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void CStateManager::RemoveWeaponId(TUniqueId, EWeaponType)
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{
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}
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void CStateManager::AddWeaponId(TUniqueId, EWeaponType)
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{
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}
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void CStateManager::UpdateEscapeSequenceTimer(float)
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{
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}
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float CStateManager::GetEscapeSequenceTimer() const
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{
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}
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void CStateManager::ResetEscapeSequenceTimer(float)
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{
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}
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void CStateManager::SetupParticleHook(const CActor& actor) const
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{
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}
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void CStateManager::MurderScriptInstanceNames()
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{
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}
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void CStateManager::HashInstanceName(CInputStream& in)
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{
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}
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void CStateManager::SetActorAreaId(CActor& actor, TAreaId)
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{
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}
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void CStateManager::TouchSky() const
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{
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}
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void CStateManager::DrawSpaceWarp(const zeus::CVector3f&, float) const
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{
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}
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void CStateManager::DrawReflection(const zeus::CVector3f&)
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{
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}
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void CStateManager::CacheReflection()
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{
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}
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bool CStateManager::CanCreateProjectile(TUniqueId, EWeaponType, int) const
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{
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}
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const CGameLightList* CStateManager::GetDynamicLightList() const
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{
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}
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void CStateManager::BuildDynamicLightListForWorld(std::vector<CLight>& listOut) const
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{
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}
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void CStateManager::DrawDebugStuff() const
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{
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}
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void CStateManager::RenderCamerasAndAreaLights() const
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{
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}
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void CStateManager::DrawE3DeathEffect() const
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{
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}
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void CStateManager::DrawAdditionalFilters() const
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{
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}
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void CStateManager::DrawWorld() const
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{
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}
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void CStateManager::SetupFogForArea(const CGameArea& area) const
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{
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}
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void CStateManager::PreRender()
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{
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}
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void CStateManager::GetVisSetForArea(TAreaId, TAreaId) const
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{
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}
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void CStateManager::RecursiveDrawTree(TUniqueId) const
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{
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}
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void CStateManager::SendScriptMsg(TUniqueId uid, TEditorId eid,
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EScriptObjectMessage msg, EScriptObjectState state)
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{
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}
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void CStateManager::FreeScriptObjects(TAreaId)
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{
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}
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void CStateManager::GetBuildForScript(TEditorId) const
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{
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}
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void CStateManager::GetEditorIdForUniqueId() const
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{
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}
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TUniqueId CStateManager::GetIdForScript(TEditorId) const
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{
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}
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void CStateManager::GetIdListForScript(TEditorId) const
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{
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}
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void CStateManager::LoadScriptObjects(TAreaId, CInputStream& in, EScriptPersistence)
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{
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}
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void CStateManager::LoadScriptObject(TAreaId, EScriptObjectType, u32,
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CInputStream& in, EScriptPersistence)
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{
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}
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void CStateManager::InformListeners(const zeus::CVector3f&, EListenNoiseType)
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{
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}
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void CStateManager::ApplyKnockBack(CActor& actor, const CDamageInfo& info,
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const CDamageVulnerability&, const zeus::CVector3f&, float)
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{
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}
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void CStateManager::ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&,
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const CDamageInfo& info, const CMaterialFilter&)
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{
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}
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void CStateManager::ProcessRadiusDamage(const CActor&, CActor&, const zeus::CVector3f&,
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const CDamageInfo& info, const CMaterialFilter&)
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{
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}
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void CStateManager::ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&,
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const CDamageInfo& info)
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{
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}
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void CStateManager::ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float,
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const CWeaponMode&)
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{
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}
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void CStateManager::ApplyDamage(TUniqueId, TUniqueId, TUniqueId, const CDamageInfo& info,
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const CMaterialFilter&)
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{
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}
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void CStateManager::UpdateAreaSounds()
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{
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}
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void CStateManager::FrameEnd()
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{
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}
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void CStateManager::ProcessPlayerInput()
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{
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}
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void CStateManager::ProcessInput(const CFinalInput& input)
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{
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}
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void CStateManager::Update(float dt)
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{
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}
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void CStateManager::UpdateGameState()
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{
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}
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void CStateManager::FrameBegin()
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{
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}
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void CStateManager::InitializeState(u32, TAreaId, u32)
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{
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}
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void CStateManager::CreateStandardGameObjects()
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{
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}
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CObjectList* CStateManager::ObjectListById(EGameObjectList type)
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{
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std::unique_ptr<CObjectList>* lists = &x80c_allObjs;
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return lists[int(type)].get();
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}
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const CObjectList* CStateManager::GetObjectListById(EGameObjectList type) const
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{
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const std::unique_ptr<CObjectList>* lists = &x80c_allObjs;
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return lists[int(type)].get();
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}
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void CStateManager::RemoveObject(TUniqueId)
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{
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}
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void CStateManager::UpdateRoomAcoustics(TAreaId)
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{
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}
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void CStateManager::SetCurrentAreaId(TAreaId)
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{
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}
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void CStateManager::ClearGraveyard()
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{
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}
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void CStateManager::DeleteObjectRequest(TUniqueId)
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{
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}
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CEntity* CStateManager::ObjectById(TUniqueId uid)
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{
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return x80c_allObjs->GetObjectById(uid);
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}
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const CEntity* CStateManager::GetObjectById(TUniqueId uid) const
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{
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return x80c_allObjs->GetObjectById(uid);
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}
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void CStateManager::AreaUnloaded(TAreaId)
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{
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}
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void CStateManager::PrepareAreaUnload(TAreaId)
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{
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}
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void CStateManager::AreaLoaded(TAreaId)
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{
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}
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void CStateManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const zeus::CVector3f&, const zeus::CVector3f&, float,
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const CMaterialFilter&, const CActor*) const
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{
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}
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void CStateManager::BuildColliderList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const CActor&, const zeus::CAABox&) const
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{
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}
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void CStateManager::BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const zeus::CAABox&, const CMaterialFilter&, const CActor*) const
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{
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}
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void CStateManager::UpdateActorInSortedLists(CActor&)
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{
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}
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void CStateManager::UpdateSortedLists()
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{
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}
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zeus::CAABox CStateManager::CalculateObjectBounds(const CActor&)
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{
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}
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void CStateManager::AddObject(CEntity&, EScriptPersistence)
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{
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}
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void CStateManager::AddObject(CEntity*, EScriptPersistence)
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{
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}
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bool CStateManager::RayStaticIntersection(const zeus::CVector3f&, const zeus::CVector3f&, float,
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const CMaterialFilter&) const
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{
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}
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bool CStateManager::RayWorldIntersection(TUniqueId, const zeus::CVector3f&, const zeus::CVector3f&,
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float, const CMaterialFilter&,
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const rstl::reserved_vector<TUniqueId, 1024>& list) const
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{
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}
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void CStateManager::UpdateObjectInLists(CEntity&)
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{
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}
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TUniqueId CStateManager::AllocateUniqueId()
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{
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}
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}
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