prime/include/MetroidPrime/Weapons/CPlasmaProjectile.hpp

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#ifndef _CPLASMAPROJECTILE
#define _CPLASMAPROJECTILE
#include "MetroidPrime/Weapons/CBeamProjectile.hpp"
class CElectricDescription;
class CPlasmaProjectile : public CBeamProjectile {
public:
enum EExpansionState { kES_Inactive, kES_Attack, kES_Sustain, kES_Release, kES_Done };
struct PlayerEffectResources {
int count;
CAssetId data[8];
PlayerEffectResources(CAssetId a = kInvalidAssetId, CAssetId b = kInvalidAssetId,
CAssetId c = kInvalidAssetId, CAssetId d = kInvalidAssetId,
CAssetId e = kInvalidAssetId, CAssetId f = kInvalidAssetId,
CAssetId g = kInvalidAssetId, CAssetId h = kInvalidAssetId)
: count(8) {
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data[0] = a;
data[1] = b;
data[2] = c;
data[3] = d;
data[4] = e;
data[5] = f;
data[6] = g;
data[7] = h;
}
};
CPlasmaProjectile(const TToken< CWeaponDescription >& wDesc, const rstl::string& name,
EWeaponType wType, const CBeamInfo& bInfo, const CTransform4f& xf,
EMaterialTypes matType, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid,
TUniqueId owner, const PlayerEffectResources& res, bool growingBeam,
EProjectileAttrib attribs);
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void Accept(IVisitor& visitor) override;
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override;
void ResetBeam(CStateManager& mgr, bool fullReset) override;
void UpdateFx(const CTransform4f& xf, float dt, CStateManager& mgr) override;
void Fire(const CTransform4f& xf, CStateManager& mgr, bool b) override;
void Touch(CActor& other, CStateManager& mgr) override;
bool CanRenderUnsorted(const CStateManager& mgr) const override;
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void AddToRenderer(const CFrustumPlanes& frustum, const CStateManager& mgr) const override;
void Render(const CStateManager& mgr) const override;
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CColor GetInnerColor() const { return x490_innerColor; }
CColor GetOuterColor() const { return x494_outerColor; }
bool IsFiring() const { return x548_26_firing; }
private:
rstl::vector< TUniqueId > x468_lights;
int x478_beamAttributes;
float x47c_lifeTime;
float x480_pulseSpeed;
float x484_shutdownTime;
float x488_expansionSpeed;
float x48c_;
CColor x490_innerColor;
CColor x494_outerColor;
CDamageInfo x498_phazonDamage;
EExpansionState x4b4_expansionState;
float x4b8_beamWidth;
float x4bc_lifeTimer;
float x4c0_expansionT;
float x4c4_expansion;
float x4c8_beamAngle;
float x4cc_energyPulseStartY;
float x4d0_shutdownTimer;
float x4d4_contactPulseTimer;
float x4d8_energyPulseTimer;
float x4dc_playerEffectPulseTimer;
float x4e0_playerDamageDuration;
float x4e4_playerDamageTimer;
TLockedToken< CTexture > x4e8_texture;
TLockedToken< CTexture > x4f4_glowTexture;
TCachedToken< CGenDescription > x500_contactFxDesc;
TCachedToken< CGenDescription > x50c_pulseFxDesc;
rstl::single_ptr< CElementGen > x518_contactGen;
rstl::single_ptr< CElementGen > x51c_pulseGen;
rstl::single_ptr< CElementGen > x520_weaponGen;
CAssetId x524_freezeSteamTxtr;
CAssetId x528_freezeIceTxtr;
rstl::optional_object< TToken< CElectricDescription > > x52c_visorElectric;
rstl::optional_object< TToken< CGenDescription > > x538_visorParticle;
u16 x544_freezeSfx;
u16 x546_electricSfx;
bool x548_24_ : 1;
bool x548_25_enableEnergyPulse : 1;
bool x548_26_firing : 1;
bool x548_27_texturesLoaded : 1;
bool x548_28_drawOwnerFirst : 1;
bool x548_29_activePlayerPhazon : 1;
};
#endif // _CPLASMAPROJECTILE