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mirror of https://github.com/AxioDL/metaforce.git synced 2025-05-16 19:11:22 +00:00
metaforce/Runtime/Weapon/CGrappleArm.cpp
2017-08-30 16:42:37 -10:00

91 lines
1.4 KiB
C++

#include "CGrappleArm.hpp"
namespace urde
{
CGrappleArm::CGrappleArm(const zeus::CVector3f& vec)
{
}
void CGrappleArm::AsyncLoadSuit(CStateManager& mgr)
{
}
void CGrappleArm::SetAnimState(EArmState state)
{
}
void CGrappleArm::Activate(bool)
{
}
void CGrappleArm::GrappleBeamDisconnected()
{
}
void CGrappleArm::GrappleBeamConnected()
{
}
void CGrappleArm::RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos)
{
}
void CGrappleArm::TouchModel(const CStateManager& mgr) const
{
}
void CGrappleArm::Update(float grappleSwingT, float dt, CStateManager& mgr)
{
}
void CGrappleArm::PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos)
{
}
void CGrappleArm::Render(const CStateManager& mgr, const zeus::CVector3f& pos,
const CModelFlags& flags, const CActorLights* lights) const
{
}
void CGrappleArm::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&)
{
}
void CGrappleArm::EnterStruck(CStateManager& mgr, float angle, bool attack, bool b2)
{
}
void CGrappleArm::EnterIdle(CStateManager& mgr)
{
}
void CGrappleArm::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 parm2)
{
}
void CGrappleArm::EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr)
{
}
void CGrappleArm::ReturnToDefault(CStateManager& mgr, float f1, bool b1)
{
}
}