prime/include/MetroidPrime/Enemies/CBurstFire.hpp

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#ifndef _CBURSTFIRE
#define _CBURSTFIRE
#include "Kyoto/Math/CVector3f.hpp"
#include "rstl/reserved_vector.hpp"
class CStateManager;
struct SBurst {
int x0_randomSelectionWeight;
int x4_shotAngles[8];
float x24_timeToNextShot;
float x28_timeToNextShotVariance;
};
class CBurstFire {
int x0_burstType;
int x4_angleIdx;
float x8_timeToNextShot;
int xc_firstBurstIdx;
int x10_firstBurstCounter;
bool x14_24_shouldFire : 1;
bool x14_25_avoidAccuracy : 1;
const SBurst* x18_curBursts;
rstl::reserved_vector<const SBurst*, 16> x1c_burstDefs;
public:
CBurstFire(const SBurst** burstDefs, int firstBurstCount);
void Start(CStateManager& mgr);
void Update(CStateManager& mgr, float dt);
CVector3f GetError(float xMag, float zMag) const;
CVector3f GetDistanceCompensatedError(float dist, float maxErrDist) const;
float GetMaxXError() const;
float GetMaxZError() const;
};
#endif // _CBURSTFIRE