2022-10-14 05:58:49 +00:00
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#ifndef _CKNOCKBACKCONTROLLER
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#define _CKNOCKBACKCONTROLLER
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2022-10-28 21:42:35 +00:00
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#include "types.h"
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#include "Kyoto/Animation/CPASAnimState.hpp"
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class CDamageInfo;
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class CPatterned;
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enum EKnockBackType {
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kKBT_Radius,
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kKBT_Direct,
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};
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enum EKnockBackVariant {
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kKBV_Small,
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kKBV_Medium,
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kKBV_Large,
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};
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enum EKnockBackWeaponType {
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kKBWT_Invalid = -1,
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kKBWT_Power,
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kKBWT_PowerCharged,
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kKBWT_PowerComboed,
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kKBWT_PowerComboedDirect,
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kKBWT_Wave,
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kKBWT_WaveCharged,
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kKBWT_WaveComboed,
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kKBWT_WaveComboedDirect,
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kKBWT_Ice,
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kKBWT_IceCharged,
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kKBWT_IceComboed,
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kKBWT_IceComboedDirect,
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kKBWT_Plasma,
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kKBWT_PlasmaCharged,
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kKBWT_PlasmaComboed,
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kKBWT_Missile,
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kKBWT_Bomb,
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kKBWT_PowerBomb,
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kKBWT_Phazon,
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};
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enum EKnockBackCharacterState {
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kKBCS_Alive,
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kKBCS_Dead,
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kKBCS_FrozenAlive,
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kKBCS_FrozenDead,
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};
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enum EKnockBackAnimationState {
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kKBAS_Invalid = -1,
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kKBAS_None,
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kKBAS_Flinch,
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kKBAS_KnockBack,
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kKBAS_Hurled,
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kKBAS_Fall,
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};
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enum EKnockBackAnimationFollowUp {
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kKBAFU_Invalid = -1,
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kKBAFU_None,
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kKBAFU_Freeze,
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kKBAFU_Shock,
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kKBAFU_Burn,
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kKBAFU_PhazeOut,
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kKBAFU_Death,
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kKBAFU_ExplodeDeath,
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kKBAFU_IceDeath,
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kKBAFU_BurnDeath,
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kKBAFU_LaggedBurnDeath,
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};
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class CKnockBackController {
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friend class CPatterned;
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public:
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struct KnockBackParms {
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EKnockBackAnimationState x0_animState;
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EKnockBackAnimationFollowUp x4_animFollowup;
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float x8_followupDuration;
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float xc_intoFreezeDur;
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};
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explicit CKnockBackController(EKnockBackVariant variant);
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void SetKnockBackVariant(EKnockBackVariant v) { x0_variant = v; }
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void DeferKnockBack(EWeaponType tp) {
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x14_deferWeaponType = tp;
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x68_deferRemTime = 0.05f;
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}
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void sub80233d40(int i, float f1, float f2);
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void SetAutoResetImpulse(bool b);
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void SetImpulseDurationIdx(int i);
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void SetAnimationStateRange(EKnockBackAnimationState a, EKnockBackAnimationState b) {
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x18_minAnimState = a;
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x1c_maxAnimState = b;
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}
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void Update(float dt, CStateManager& mgr, CPatterned& parent);
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void KnockBack(const CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
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const CDamageInfo& info, EKnockBackType type, float magnitude);
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void ApplyImpulse(float dt, CPatterned& parent);
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bool TickDeferredTimer(float dt);
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EKnockBackCharacterState GetKnockBackCharacterState(const CPatterned& parent) const;
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void ValidateState(const CPatterned& parent);
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float CalculateExtraHurlVelocity(CStateManager& mgr, float magnitude, float kbResistance) const;
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void DoKnockBackAnimation(const CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
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float magnitude);
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void ResetKnockBackImpulse(const CPatterned& parent, const CVector3f& backVec,
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float magnitude);
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void DoDeferredKnockBack(CStateManager& mgr, CPatterned& parent);
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EKnockBackWeaponType GetKnockBackWeaponType(const CDamageInfo& info, EWeaponType wType,
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EKnockBackType type);
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void SelectDamageState(const CPatterned& parent, const CDamageInfo& info, EWeaponType wType,
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EKnockBackType type);
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void SetSeverity(pas::ESeverity v) { x7c_severity = v; }
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void SetEnableFreeze(bool b) { x81_25_enableFreeze = b; }
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bool GetEnableFreeze() const { return x81_25_enableFreeze; }
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void SetEnableShock(bool b) { x81_26_enableShock = b; }
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void SetEnableBurn(bool b) { x81_27_enableBurn = b; }
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void SetEnableBurnDeath(bool b) { x81_28_enableBurnDeath = b; }
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void SetEnableExplodeDeath(bool b) { x81_29_enableExplodeDeath = b; }
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void SetEnableLaggedBurnDeath(bool b) { x81_30_enableLaggedBurnDeath = b; }
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void SetX81_31(bool b) { x81_31_ = b; }
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void SetX82_24(bool b) { x82_24_ = b; }
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void SetLocomotionDuringElectrocution(bool b) { x82_26_locomotionDuringElectrocution = b; }
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const KnockBackParms& GetActiveParms() const { return x4_activeParms; }
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EKnockBackVariant GetVariant() const { return x0_variant; }
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float GetFlinchRemTime() const { return x64_flinchRemTime; }
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// void SetAvailableState(EKnockBackAnimationState s, bool b) {
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// x80_availableStates.set(size_t(s), b);
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// }
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// bool TestAvailableState(EKnockBackAnimationState s) const {
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// return x80_availableStates.test(size_t(s));
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// }
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private:
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EKnockBackVariant x0_variant;
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KnockBackParms x4_activeParms;
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EWeaponType x14_deferWeaponType;
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EKnockBackAnimationState x18_minAnimState;
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EKnockBackAnimationState x1c_maxAnimState;
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uint x20_impulseDurationIdx;
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rstl::reserved_vector< rstl::pair< float, float >, 5 > x24_;
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CVector3f x50_impulseDir;
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float x5c_impulseMag;
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float x60_impulseRemTime;
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float x64_flinchRemTime;
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float x68_deferRemTime;
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uint x6c_;
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uint x70_;
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uint x74_;
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uint x78_;
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pas::ESeverity x7c_severity;
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uchar x80_availableStates;
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bool x81_24_autoResetImpulse : 1;
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bool x81_25_enableFreeze : 1;
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bool x81_26_enableShock : 1;
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bool x81_27_enableBurn : 1;
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bool x81_28_enableBurnDeath : 1;
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bool x81_29_enableExplodeDeath : 1;
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bool x81_30_enableLaggedBurnDeath : 1;
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bool x81_31_ : 1;
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bool x82_24_ : 1;
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bool x82_25_inDeferredKnockBack : 1;
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bool x82_26_locomotionDuringElectrocution : 1;
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};
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CHECK_SIZEOF(CKnockBackController, 0x84)
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#endif // _CKNOCKBACKCONTROLLER
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