2022-10-05 18:05:56 +00:00
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#ifndef _CPLAYERGUN_HPP
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#define _CPLAYERGUN_HPP
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2022-10-05 23:06:15 +00:00
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#include "types.h"
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2022-10-06 12:34:36 +00:00
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#include "MetroidPrime/CActor.hpp"
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#include "MetroidPrime/CActorLights.hpp"
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#include "MetroidPrime/CModelData.hpp"
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#include "MetroidPrime/Player/CFidget.hpp"
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#include "MetroidPrime/Player/CPlayerCameraBob.hpp"
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#include "MetroidPrime/Player/CPlayerState.hpp"
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#include "MetroidPrime/Weapons/WeaponCommon.hpp"
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#include "Kyoto/Audio/CSfxHandle.hpp"
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#include "Kyoto/Math/CAABox.hpp"
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#include "Kyoto/Math/CTransform4f.hpp"
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#include "Kyoto/TOneStatic.hpp"
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#include "rstl/string.hpp"
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#include "rstl/pair.hpp"
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#include "rstl/reserved_vector.hpp"
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#include "rstl/single_ptr.hpp"
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#include "rstl/vector.hpp"
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#include "math.h"
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enum EChargeState {
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kCS_Normal,
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kCS_Charged,
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};
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class CGunWeapon;
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class CGunMotion;
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class CGrappleArm;
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class CAuxWeapon;
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class CRainSplashGenerator;
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class CPowerBeam;
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class CIceBeam;
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class CWaveBeam;
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class CPlasmaBeam;
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class CPhazonBeam;
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class CElementGen;
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class CWorldShadow;
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class CGenDescription;
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class CFinalInput;
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class CGameCamera;
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class CPlayerGun;
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class CPlayerGun : public TOneStatic< CPlayerGun > {
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static float skTractorBeamFactor;
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public:
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enum EMissileMode {
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kMM_Inactive,
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kMM_Active,
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};
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enum EBWeapon {
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kBW_Bomb,
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kBW_PowerBomb,
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};
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enum EPhazonBeamState {
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kKBS_Inactive,
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kKBS_Entering,
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kKBS_Exiting,
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kKBS_Active,
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};
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enum EChargePhase {
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kCP_NotCharging,
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kCP_ChargeRequested,
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kCP_AnimAndSfx,
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kCP_FxGrowing,
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kCP_FxGrown,
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kCP_ComboXfer,
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kCP_ComboXferDone,
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kCP_ComboFire,
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kCP_ComboFireDone,
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kCP_ChargeCooldown,
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kCP_ChargeDone,
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};
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enum ENextState {
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kNS_StatusQuo,
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kNS_EnterMissile,
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kNS_ExitMissile,
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kNS_MissileShotDone,
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kNS_MissileReload,
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kNS_ChangeWeapon,
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kNS_SetupBeam,
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kNS_Seven,
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kNS_EnterPhazonBeam,
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kNS_ExitPhazonBeam,
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};
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enum EIdleState {
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kIS_NotIdle,
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kIS_Wander,
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kIS_Idle,
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kIS_Three,
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kIS_Four,
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};
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CPlayerGun(TUniqueId);
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~CPlayerGun();
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void AddToRenderer(const CFrustumPlanes& frustum, const CStateManager& mgr) const;
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void PreRender(CStateManager&, const CFrustumPlanes&, const CVector3f&);
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void TouchModel(const CStateManager&) const;
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CVector3f ConvertToScreenSpace(const CVector3f& pos, const CGameCamera&) const;
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void DrawArm(const CStateManager&, const CVector3f&, const CModelFlags&) const;
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void Render(const CStateManager&, const CVector3f&, const CModelFlags&) const;
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void GetLctrWithShake(CTransform4f& xfOut, const CModelData&, const rstl::string&, bool, bool);
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void PlayAnim(NWeaponTypes::EGunAnimType type, bool);
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void Update(float, float, float, CStateManager&);
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void ProcessInput(const CFinalInput&, CStateManager&);
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void ProcessChargeState(int, int, CStateManager&, float);
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void ResetNormal(CStateManager&);
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void ResetCharged(float, CStateManager&);
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void ProcessNormalState(int, int, CStateManager&, float);
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bool ExitMissile();
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void UpdateNormalShotCycle(float, CStateManager&);
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void FireSecondary(float, CStateManager&);
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void DropBomb(CPlayerGun::EBWeapon, CStateManager&);
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void ActivateCombo(CStateManager&);
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void EnableChargeFx(CPlayerState::EChargeStage, CStateManager&);
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void UpdateChargeState(float, CStateManager&);
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void Reset(CStateManager& mgr, bool);
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void ResetCharge(CStateManager&, bool);
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void ResetBeamParams(CStateManager&, const CPlayerState&, bool);
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void ChangeWeapon(const CPlayerState&, CStateManager&);
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void StartPhazonBeamTransition(bool, CStateManager&, CPlayerState&);
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void HandleWeaponChange(const CFinalInput&, CStateManager&);
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void HandleBeamChange(const CFinalInput&, CStateManager&);
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void SetPhazonBeamMorph(bool);
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void HandlePhazonBeamChange(CStateManager&);
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void InitBeamData();
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void InitBombData();
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void InitMuzzleData();
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void InitCTData();
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float GetBeamVelocity() const;
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TUniqueId GetTargetId(CStateManager&);
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void UpdateWeaponFire(float, CPlayerState&, CStateManager&);
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void ResetIdle(CStateManager&);
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void UpdateGunIdle(bool, float, float, CStateManager&);
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void DamageRumble(const CVector3f&, const CStateManager&);
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void TakeDamage(bool, bool, CStateManager&);
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void StopChargeSound(CStateManager&);
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void CancelFiring(CStateManager&);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void StopContinuousBeam(CStateManager&, bool);
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void RenderEnergyDrainEffects(const CStateManager&) const;
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void DoUserAnimEvents(float, CStateManager&);
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void DoUserAnimEvent(float, CStateManager&, const CInt32POINode&, EUserEventType);
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void CancelCharge(CStateManager&, bool);
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void EnterFreeLook(CStateManager&);
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void EnterFidget(CStateManager&);
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void UpdateLeftArmTransform(const CModelData&, const CStateManager&);
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void ReturnArmAndGunToDefault(CStateManager&, bool);
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void UpdateAuxWeapons(float, const CTransform4f&, CStateManager&);
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void CancelLockOn();
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void CreateGunLight(CStateManager&);
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void DeleteGunLight(CStateManager&);
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void UpdateGunLight(const CTransform4f&, CStateManager&);
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void SetGunLightActive(bool, CStateManager&);
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void LoadHandAnimTokens();
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void ProcessPhazonGunMorph(float, CStateManager&);
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void ProcessGunMorph(float, CStateManager&);
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void AsyncLoadFidget(CStateManager&);
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void UnLoadFidget();
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void IsFidgetLoaded();
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void SetFidgetAnimBits(int, bool);
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void AsyncLoadSuit(CStateManager&);
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void ReturnToRestPose();
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void DropPowerBomb(CStateManager&) const;
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void SetPhazonBeamFeedback(bool);
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bool IsCharging() const { return x834_24_charging; }
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float GetChargeBeamFactor() const { return x834_24_charging ? x340_chargeBeamFactor : 0.f; }
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static float GetTractorBeamFactor() { return skTractorBeamFactor; }
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s32 GetStateFlags() const { return x2f8_stateFlags; }
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void SetStateFlags(s32 flags) { x2f8_stateFlags = flags; }
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private:
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class CGunMorph {
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public:
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enum EGunState {
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kGS_InWipeDone,
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kGS_OutWipeDone,
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kGS_InWipe,
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kGS_OutWipe,
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};
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enum EMorphEvent {
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kME_None,
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kME_InWipeDone,
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kME_OutWipeDone,
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};
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enum EDir {
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kD_In,
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kD_Out,
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kD_Done,
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};
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CGunMorph(float gunTransformTime, float holoHoldTime);
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EMorphEvent Update(float inY, float outY, float dt);
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void StartWipe(EDir dir);
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float GetYLerp() const { return x0_yLerp; }
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float GetTransitionFactor() const { return x18_transitionFactor; }
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EGunState GetGunState() const { return x20_gunState; }
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void SetWeaponChanged() { x24_25_weaponChanged = true; }
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private:
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float x0_yLerp;
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float x4_gunTransformTime;
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float x8_remTime;
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float xc_speed;
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float x10_holoHoldTime;
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float x14_remHoldTime;
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float x18_transitionFactor;
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EDir x1c_dir;
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EGunState x20_gunState;
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bool x24_24_morphing : 1;
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bool x24_25_weaponChanged : 1;
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};
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class CMotionState {
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public:
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enum EMotionState {
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kMS_Zero,
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kMS_One,
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kMS_LockOn,
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kMS_CancelLockOn,
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};
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enum EFireState {
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kFS_NotFiring,
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kFS_StartFire,
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kFS_Firing,
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};
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CMotionState()
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: x0_24_extendParabola(true)
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, x4_extendParabolaDelayTimer(0.f)
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, x8_fireTime(0.f)
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, xc_curExtendDist(0.f)
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, x10_curRotation(0.f)
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, x14_rotationT(0.f)
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, x18_startRotation(0.f)
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, x1c_endRotation(0.f)
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, x20_state(kMS_Zero)
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, x24_fireState(kFS_NotFiring) {}
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static void SetExtendDistance(float d) { kGunExtendDistance = d; }
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void SetState(EMotionState state) { x20_state = state; }
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void Update(bool firing, float dt, CTransform4f& xf, CStateManager& mgr);
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private:
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bool x0_24_extendParabola : 1;
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float x4_extendParabolaDelayTimer;
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float x8_fireTime;
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float xc_curExtendDist;
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float x10_curRotation;
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float x14_rotationT;
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float x18_startRotation;
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float x1c_endRotation;
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EMotionState x20_state;
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EFireState x24_fireState;
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static float kGunExtendDistance;
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};
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CActorLights x0_lights;
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CSfxHandle x2e0_chargeSfx;
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CSfxHandle x2e4_invalidSfx;
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CSfxHandle x2e8_phazonBeamSfx;
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// 0x1: FireOrBomb, 0x2: MissileOrPowerBomb
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uint x2ec_lastFireButtonStates;
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uint x2f0_pressedFireButtonStates;
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uint x2f4_fireButtonStates;
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// 0x1: beam mode, 0x2: missile mode, 0x4: missile ready, 0x8: morphing, 0x10: combo fire
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s32 x2f8_stateFlags;
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uint x2fc_fidgetAnimBits;
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uint x300_remainingMissiles;
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uint x304_;
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uint x308_bombCount;
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uint x30c_rapidFireShots;
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CPlayerState::EBeamId x310_currentBeam;
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CPlayerState::EBeamId x314_nextBeam;
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uint x318_comboAmmoIdx;
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EMissileMode x31c_missileMode;
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CPlayerState::EBeamId x320_currentAuxBeam;
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EIdleState x324_idleState;
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float x328_animSfxPitch;
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EChargePhase x32c_chargePhase;
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EChargeState x330_chargeState;
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uint x334_;
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ENextState x338_nextState;
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EPhazonBeamState x33c_phazonBeamState;
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float x340_chargeBeamFactor;
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float x344_comboXferTimer;
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float x348_chargeCooldownTimer;
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float x34c_shakeX;
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float x350_shakeZ;
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float x354_bombFuseTime;
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float x358_bombDropDelayTime;
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float x35c_bombTime;
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float x360_;
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float x364_gunStrikeCoolTimer;
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float x368_idleWanderDelayTimer;
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float x36c_;
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float x370_gunMotionSpeedMult;
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float x374_;
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float x378_shotSmokeStartTimer;
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float x37c_rapidFireShotsDecayTimer;
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float x380_shotSmokeTimer;
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float x384_gunStrikeDelayTimer;
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float x388_enterFreeLookDelayTimer;
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float x38c_muzzleEffectVisTimer;
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float x390_cooldown;
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float x394_damageTimer;
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float x398_damageAmt;
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float x39c_phazonMorphT;
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float x3a0_missileExitTimer;
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CFidget x3a4_fidget;
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CVector3f x3dc_damageLocation;
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CTransform4f x3e8_xf;
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CTransform4f x418_beamLocalXf;
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CTransform4f x448_elbowWorldXf;
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CTransform4f x478_assistAimXf;
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CTransform4f x4a8_gunWorldXf;
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CTransform4f x4d8_gunLocalXf;
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CTransform4f x508_elbowLocalXf;
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TUniqueId x538_playerId;
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TUniqueId x53a_powerBomb;
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TUniqueId x53c_lightId;
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rstl::vector< CToken > x540_handAnimTokens;
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CPlayerCameraBob x550_camBob;
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2022-10-05 23:06:15 +00:00
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uint x658_;
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2022-10-05 22:55:57 +00:00
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float x65c_;
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float x660_;
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float x664_;
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float x668_aimVerticalSpeed;
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float x66c_aimHorizontalSpeed;
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rstl::pair< u16, CSfxHandle > x670_animSfx;
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CGunMorph x678_morph;
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CMotionState x6a0_motionState;
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CAABox x6c8_hologramClipCube;
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CModelData x6e0_rightHandModel;
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CGunWeapon* x72c_currentBeam;
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CGunWeapon* x730_outgoingBeam;
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CGunWeapon* x734_loadingBeam;
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CGunWeapon* x738_nextBeam;
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rstl::single_ptr< CGunMotion > x73c_gunMotion;
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rstl::single_ptr< CGrappleArm > x740_grappleArm;
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rstl::single_ptr< CAuxWeapon > x744_auxWeapon;
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rstl::single_ptr< CRainSplashGenerator > x748_rainSplashGenerator;
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rstl::single_ptr< CPowerBeam > x74c_powerBeam;
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rstl::single_ptr< CIceBeam > x750_iceBeam;
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rstl::single_ptr< CWaveBeam > x754_waveBeam;
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rstl::single_ptr< CPlasmaBeam > x758_plasmaBeam;
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rstl::single_ptr< CPhazonBeam > x75c_phazonBeam;
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rstl::reserved_vector< CGunWeapon*, 4 > x760_selectableBeams;
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2022-10-05 23:06:15 +00:00
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rstl::auto_ptr< CElementGen > x774_holoTransitionGen;
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rstl::auto_ptr< CElementGen > x77c_comboXferGen;
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2022-10-05 22:55:57 +00:00
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rstl::reserved_vector< rstl::reserved_vector< TLockedToken< CGenDescription >, 2 >, 2 >
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x784_bombEffects;
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rstl::reserved_vector< TLockedToken< CGenDescription >, 5 > x7c0_auxMuzzleEffects;
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2022-10-05 23:06:15 +00:00
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rstl::reserved_vector< rstl::auto_ptr< CElementGen >, 5 > x800_auxMuzzleGenerators;
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2022-10-05 22:55:57 +00:00
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rstl::single_ptr< CWorldShadow > x82c_shadow;
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s16 x830_chargeRumbleHandle;
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bool x832_24_coolingCharge : 1;
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bool x832_25_chargeEffectVisible : 1;
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bool x832_26_comboFiring : 1;
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bool x832_27_chargeAnimStarted : 1;
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bool x832_28_readyForShot : 1;
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bool x832_29_lockedOn : 1;
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bool x832_30_requestReturnToDefault : 1;
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bool x832_31_inRestPose : 1;
|
2022-10-05 18:05:56 +00:00
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2022-10-05 22:55:57 +00:00
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bool x833_24_notFidgeting : 1;
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bool x833_25_ : 1;
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bool x833_26_ : 1;
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bool x833_27_ : 1;
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bool x833_28_phazonBeamActive : 1;
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bool x833_29_pointBlankWorldSurface : 1;
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bool x833_30_canShowAuxMuzzleEffect : 1;
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bool x833_31_inFreeLook : 1;
|
2022-10-05 18:05:56 +00:00
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2022-10-05 22:55:57 +00:00
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bool x834_24_charging : 1;
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bool x834_25_gunMotionFidgeting : 1;
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bool x834_26_animPlaying : 1;
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bool x834_27_underwater : 1;
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bool x834_28_requestImmediateRecharge : 1;
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bool x834_29_frozen : 1;
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bool x834_30_inBigStrike : 1;
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bool x834_31_gunMotionInFidgetBasePosition : 1;
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2022-10-05 18:05:56 +00:00
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2022-10-05 22:55:57 +00:00
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bool x835_24_canFirePhazon : 1;
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bool x835_25_inPhazonBeam : 1;
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bool x835_26_phazonBeamMorphing : 1;
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bool x835_27_intoPhazonBeam : 1;
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bool x835_28_bombReady : 1;
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bool x835_29_powerBombReady : 1;
|
2022-10-06 10:38:13 +00:00
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bool x835_30_inPhazonPool : 1;
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bool x835_31_actorAttached : 1;
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// bool x835_32_unk : 1;
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2022-10-05 18:05:56 +00:00
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|
};
|
2022-10-05 23:06:15 +00:00
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CHECK_SIZEOF(CPlayerGun, 0x838)
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2022-10-05 18:05:56 +00:00
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#endif // _CPLAYERGUN_HPP
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