prime/include/MetroidPrime/Player/CPlayer.hpp

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#ifndef _CPLAYER
#define _CPLAYER
#include "rstl/reserved_vector.hpp"
#include "types.h"
#include "MetroidPrime/CAnimRes.hpp"
#include "MetroidPrime/CPhysicsActor.hpp"
#include "MetroidPrime/Player/CPlayerEnergyDrain.hpp"
#include "MetroidPrime/Player/CPlayerState.hpp"
#include "Kyoto/TReservedAverage.hpp"
#include "rstl/auto_ptr.hpp"
#include "rstl/vector.hpp"
class CPlayerGun;
class CMorphBall;
class CPlayerCameraBob;
namespace NPlayer {
enum EPlayerMovementState {
kMS_OnGround,
kMS_Jump,
kMS_ApplyJump,
kMS_Falling,
kMS_FallingMorphed,
};
};
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class CPlayer : public CPhysicsActor, public TOneStatic< CPlayer > {
struct CVisorSteam {
float x0_curTargetAlpha;
float x4_curAlphaInDur;
float x8_curAlphaOutDur;
CAssetId xc_tex;
float x10_nextTargetAlpha;
float x14_nextAlphaInDur;
float x18_nextAlphaOutDur;
CAssetId x1c_txtr;
float x20_alpha;
float x24_delayTimer;
bool x28_affectsThermal;
public:
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CVisorSteam();
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CVisorSteam(float targetAlpha, float alphaInDur, float alphaOutDur, CAssetId tex);
// : x0_curTargetAlpha(targetAlpha)
// , x4_curAlphaInDur(alphaInDur)
// , x8_curAlphaOutDur(alphaOutDur)
// , xc_tex(tex) {}
CAssetId GetTextureId() const { return xc_tex; }
void SetSteam(float targetAlpha, float alphaInDur, float alphaOutDur, CAssetId txtr,
bool affectsThermal);
void Update(float dt);
float GetAlpha() const { return x20_alpha; }
bool AffectsThermal() const { return x28_affectsThermal; }
};
class CPlayerStuckTracker {
public:
enum EPlayerState {
kPS_Jump,
kPS_StartingJump,
kPS_Moving,
};
CPlayerStuckTracker();
~CPlayerStuckTracker();
void AddState(EPlayerState, const CVector3f&, const CVector3f&, const CVector2f&);
bool IsPlayerStuck();
void ResetStats();
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private:
rstl::reserved_vector< EPlayerState, 20 > x0_;
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rstl::reserved_vector< CVector3f, 20 > x54_;
rstl::reserved_vector< CVector3f, 20 > x148_;
rstl::reserved_vector< CVector2f, 20 > x23c_;
};
public:
enum EPlayerOrbitState {
kOS_NoOrbit,
kOS_OrbitObject,
kOS_OrbitPoint,
kOS_OrbitCarcass,
kOS_ForcedOrbitObject, // For CMetroidBeta attack
kOS_Grapple,
};
enum ESurfaceRestraints {
kSR_Normal,
kSR_Air,
kSR_Ice,
kSR_Organic,
kSR_Water,
kSR_Lava,
kSR_Phazon,
kSR_Shrubbery,
};
enum EPlayerCameraState {
kCS_FirstPerson,
kCS_Ball,
kCS_Two,
kCS_Transitioning,
kCS_Spawned,
};
enum EPlayerMorphBallState {
kMS_Unmorphed,
kMS_Morphed,
kMS_Morphing,
kMS_Unmorphing,
};
enum EPlayerOrbitType {
kOT_Close,
kOT_Far,
kOT_Default,
};
enum EPlayerZoneInfo {
kZI_Targeting,
kZI_Scan,
};
enum EPlayerZoneType {
kZT_Always = -1,
kZT_Box,
kZT_Ellipse,
};
enum EPlayerScanState {
kSS_NotScanning,
kSS_Scanning,
kSS_ScanComplete,
};
enum EGrappleState {
kGS_None,
kGS_Firing,
kGS_Pull,
kGS_Swinging,
kGS_JumpOff,
};
enum EFootstepSfx {
kFS_None,
kFS_Left,
kFS_Right,
};
enum EGunHolsterState {
kGH_Holstered,
kGH_Drawing,
kGH_Drawn,
kGH_Holstering,
};
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enum EOrbitBrokenType {
kOB_StopOrbit,
kOB_Respawn,
kOB_EnterMorphBall,
kOB_Default,
kOB_Four,
kOB_Five,
kOB_InvalidateTarget,
kOB_BadVerticalAngle,
kOB_ActivateOrbitSource,
kOB_ProjectileCollide,
kOB_Freeze,
kOB_DamageOnGrapple,
kOB_LostGrappleLineOfSight,
};
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CPlayer(TUniqueId uid, const CTransform4f& xf, const CAABox& aabb, CAssetId resId,
const CVector3f& playerScale, float mass, float stepUp, float stepDown, float ballRadius,
const CMaterialList& ml);
// CEntity
// ~CPlayer() override;
void Accept(IVisitor& visitor) override;
void PreThink(float dt, CStateManager& mgr) override;
void Think(float dt, CStateManager& mgr) override;
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
// CActor
void PreRender(CStateManager&, const CFrustumPlanes&) override;
void AddToRenderer(const CFrustumPlanes&, const CStateManager&) const override;
void Render(const CStateManager&) const override;
bool CanRenderUnsorted(const CStateManager&) const override;
void CalculateRenderBounds() override;
CHealthInfo* HealthInfo(CStateManager&) override;
const CDamageVulnerability* GetDamageVulnerability() const override;
const CDamageVulnerability* GetDamageVulnerability(const CVector3f&, const CVector3f&,
const CDamageInfo&) const override;
rstl::optional_object< CAABox > GetTouchBounds() const override;
void Touch(CActor&, CStateManager&) override;
CVector3f GetAimPosition(const CStateManager&, float) const override;
CVector3f GetHomingPosition(const CStateManager&, float) const override;
void FluidFXThink(EFluidState, CScriptWater&, CStateManager&) override;
// CPhysicsActor
const CCollisionPrimitive* GetCollisionPrimitive() const override;
CTransform4f GetPrimitiveTransform() const override;
void CollidedWith(const TUniqueId& id, const CCollisionInfoList& list,
CStateManager& mgr) override;
float GetStepDownHeight() const override;
float GetStepUpHeight() const override;
float GetWeight() const override;
// CPlayer
virtual bool IsTransparent();
CVector3f GetBallPosition() const;
CVector3f GetEyePosition() const;
float GetEyeHeight() const;
CTransform4f CreateTransformFromMovementDirection() const;
EPlayerOrbitState GetOrbitState() const { return x304_orbitState; }
const CVector3f& GetMovementDirection() const { return x50c_moveDir; }
EPlayerMorphBallState GetMorphballTransitionState() const { return x2f8_morphBallState; }
static float skDefaultHudFadeOutSpeed;
static float skDefaultHudFadeInSpeed;
void SetHudDisable(float staticTimer, float outSpeed = skDefaultHudFadeOutSpeed,
float inSpeed = skDefaultHudFadeInSpeed);
void IncrementEnvironmentDamage(); // name?
void DecrementEnvironmentDamage(); // name?
// GetMovementDirection2D__7CPlayerCFv ??
void SetOrbitTargetId(TUniqueId id, CStateManager& mgr);
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void TryToBreakOrbit(TUniqueId id, EOrbitBrokenType type, CStateManager& mgr);
void BreakOrbit(EOrbitBrokenType type, CStateManager& mgr);
void BreakGrapple(EOrbitBrokenType type, CStateManager& mgr);
void AddOrbitDisableSource(CStateManager& mgr, TUniqueId addId);
void RemoveOrbitDisableSource(TUniqueId uid);
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void SetAimTargetId(TUniqueId target);
void DoSfxEffects(CSfxHandle sfx);
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bool GetFrozenState() const;
void SetFrozenState(CStateManager& stateMgr, CAssetId steamTxtr, ushort sfx, CAssetId iceTxtr);
void BreakFrozenState(CStateManager& mgr);
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void UpdateCinematicState(CStateManager& mgr);
bool IsMorphBallTransitioning() const;
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void InitialiseAnimation();
void LoadAnimationTokens();
void HolsterGun(CStateManager& mgr);
void ResetGun(CStateManager& mgr);
void DrawGun(CStateManager& mgr);
bool CheckPostGrapple() const;
void UpdateGunState(const CFinalInput& input, CStateManager& mgr);
void UpdateAimTargetPrediction(const CTransform4f& xf, CStateManager& mgr);
void UpdateAssistedAiming(const CTransform4f& xf, CStateManager& mgr);
void UpdateGunTransform(const CVector3f& gunPos, CStateManager& mgr);
const CTransform4f& GetFirstPersonCameraTransform(CStateManager& mgr) const;
void UpdateDebugCamera(CStateManager& mgr);
void UpdateArmAndGunTransforms(float dt, CStateManager& mgr);
void UpdateGrappleArmTransform(const CVector3f& offset, CStateManager& mgr, float dt);
void ForceGunOrientation(const CTransform4f& xf, CStateManager& mgr);
void Update(float dt, CStateManager& mgr);
void UpdateMorphBallTransition(float dt, CStateManager& mgr);
void UpdateAimTarget(CStateManager& mgr);
void UpdateAimTargetTimer(float dt);
void UpdateOrbitModeTimer(float dt);
void UpdateOrbitPreventionTimer(float dt);
void UpdateGunAlpha();
void UpdateVisorTransition(float dt, CStateManager& mgr);
void UpdatePlayerSounds(float dt);
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bool ShouldSampleFailsafe(CStateManager& mgr) const;
bool IsEnergyLow(const CStateManager& mgr) const;
const bool StartSamusVoiceSfx(ushort sfx, short vol, int prio);
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void UpdateVisorState(const CFinalInput& input, float dt, CStateManager& mgr);
void UpdateCrosshairsState(const CFinalInput& input);
ushort GetMaterialSoundUnderPlayer(CStateManager& mgr, const ushort* table, int length,
ushort defId);
void UpdateFootstepSounds(const CFinalInput& input, CStateManager& mgr, float dt);
float JumpInput(const CFinalInput& input, CStateManager& mgr);
float TurnInput(const CFinalInput& input) const;
float StrafeInput(const CFinalInput& input) const;
float ForwardInput(const CFinalInput& input, float turnInput) const;
float GetActualFirstPersonMaxVelocity(float dt) const;
const CScriptWater* GetVisorRunoffEffect(const CStateManager& mgr) const;
void SetMorphBallState(EPlayerMorphBallState state, CStateManager& mgr);
bool CanEnterMorphBallState(CStateManager& mgr, float dt) const;
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bool CanLeaveMorphBallState(CStateManager& mgr, CVector3f& pos) const;
void LeaveMorphBallState(CStateManager& mgr);
void EnterMorphBallState(CStateManager& mgr);
void ResetBallCamera(CStateManager& mgr);
void UpdateCameraState(CStateManager& mgr);
void UpdateFreeLookState(const CFinalInput& input, float dt, CStateManager& mgr);
void UpdateCameraTimers(float dt, const CFinalInput& input);
void UpdateSubmerged(const CStateManager& mgr);
bool CheckSubmerged();
void SetMoveState(NPlayer::EPlayerMovementState state, CStateManager& mgr);
void StartLandingControlFreeze(); // name?
void EndLandingControlFreeze(); // name?
void AdjustEyeOffset(CStateManager& mgr);
void SetEyeOffset(float bias);
float GetEyeOffset() const { return x9c8_eyeZBias; }
void UpdateStepUpSmoothing(float dt);
void UpdateEnvironmentDamageCameraShake(float dt, CStateManager& mgr);
void UpdatePhazonDamage(float dt, CStateManager& mgr);
void UpdateFreeLook(float dt);
void UpdatePlayerHints(CStateManager& mgr);
void UpdateBombJumpStuff();
void UpdateTransitionFilter(float dt, CStateManager& mgr);
void CalculatePlayerMovementDirection(float dt);
void UpdatePlayerControlDirection(float dt, CStateManager& mgr);
void UpdateFrozenState(const CFinalInput& input, CStateManager& mgr);
void UpdateControlLostState(float dt, CStateManager& mgr);
void ComputeMovement(const CFinalInput& input, CStateManager& mgr, float dt);
void ProcessInput(const CFinalInput& input, CStateManager& mgr);
void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float dt);
bool IsUnderBetaMetroidAttack(CStateManager& mgr) const;
void UpdateGrappleState(const CFinalInput& input, CStateManager& mgr);
void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float dt);
void ComputeFreeLook(const CFinalInput& input);
void UpdateOrbitInput(const CFinalInput& input, CStateManager& mgr);
void UpdateOrbitZone(CStateManager& mgr);
void UpdateMorphBallState(float dt, const CFinalInput& input, CStateManager& mgr);
void CalculateLeaveMorphBallDirection(const CFinalInput& input);
void TransitionToMorphBallState(float dt, CStateManager& mgr);
void TransitionFromMorphBallState(float dt, CStateManager& mgr);
float GetMaximumPlayerPositiveVerticalVelocity(const CStateManager& mgr) const;
CVector3f CalculateLeftStickEdgePosition(float strafeInput, float forwardInput) const;
bool AttachActorToPlayer(TUniqueId id, bool disableGun);
void DetachActorFromPlayer();
void RenderReflectedPlayer(CStateManager& mgr);
bool HasTransitionBeamModel() const;
void RenderGun(const CStateManager& mgr, const CVector3f& pos) const;
bool GetCombatMode() const;
bool GetExplorationMode() const;
void SetScanningState(EPlayerScanState state, CStateManager& mgr);
void UpdateSlideShowUnlocking(CStateManager& mgr); // name?
bool ValidateScanning(const CFinalInput& input, CStateManager& mgr) const;
float GetTransitionAlpha(const CVector3f& camPos, float zNear) const;
void TakeDamage(bool significant, const CVector3f& location, float damage, EWeaponType type,
CStateManager& mgr);
bool WasDamaged() const;
CVector3f GetDamageLocationWR() const;
float GetPrevDamageAmount() const;
float GetDamageAmount() const;
bool ObjectInScanningRange(TUniqueId id, const CStateManager& mgr);
void AsyncLoadSuit(CStateManager& mgr);
bool IsPlayerDeadEnough() const;
void SetControlDirectionInterpolation(float time);
void ResetControlDirectionInterpolation();
void DoThink(float dt, CStateManager& mgr); // name?
void DoPreThink(float dt, CStateManager& mgr); // name?
void SetPlayerHitWallDuringMove();
void DoPostCameraStuff(float dt, CStateManager& mgr); // name?
float UpdateCameraBob(float dt, CStateManager& mgr);
void UpdateOrbitTarget(CStateManager& mgr);
void UpdateOrbitOrientation(CStateManager& mgr);
bool IsTransparent() const;
CPlayerGun* PlayerGun() { return x490_gun.get(); }
const CPlayerGun* GetPlayerGun() const { return x490_gun.get(); }
CMorphBall* MorphBall() { return x768_morphball.get(); }
const CMorphBall* GetMorphBall() const { return x768_morphball.get(); }
float GetStaticTimer() const { return x740_staticTimer; }
ESurfaceRestraints GetCurrentSurfaceRestraint() const { return x2ac_surfaceRestraint; }
ESurfaceRestraints GetSurfaceRestraint() const {
return x2b0_outOfWaterTicks == 2 ? GetCurrentSurfaceRestraint() : kSR_Water;
}
TUniqueId GetOrbitTargetId() const { return x310_orbitTargetId; }
const CVector3f& GetOrbitPoint() const { return x314_orbitPoint; }
TUniqueId GetOrbitNextTargetId() const { return x33c_orbitNextTargetId; }
TUniqueId GetScanningObjectId() const { return x3b4_scanningObject; }
EGrappleState GetGrappleState() const { return x3b8_grappleState; }
bool IsInFreeLook() const { return x3dc_inFreeLook; }
bool GetFreeLookStickState() const { return x3de_lookAnalogHeld; }
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TUniqueId GetAimTargetId() const { return x3f4_aimTarget; }
EPlayerCameraState GetCameraState() const { return x2f4_cameraState; }
void SetCameraState(EPlayerCameraState state, CStateManager& mgr);
EGunHolsterState GetGunHolsterState() const { return x498_gunHolsterState; }
NPlayer::EPlayerMovementState GetPlayerMovementState() const { return x258_movementState; }
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const CVector3f& GetAssistedTargetAim() const { return x480_assistedTargetAim; }
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// CPlayer::GetFlipSpiderBallControlY() const weak
// CPlayer::GetFlipSpiderBallControlX() const weak
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bool IsInsideFluid() const { return x9c4_31_inWaterMovement; }
void Teleport(const CTransform4f& xf, CStateManager& mgr, bool resetBallCam);
void SetSpawnedMorphBallState(EPlayerMorphBallState state, CStateManager& mgr);
const CVisorSteam& GetVisorSteam() const { return x7a0_visorSteam; }
void SetVisorSteam(float targetAlpha, float alphaInDur, float alphaOutDir, CAssetId txtr,
bool affectsThermal);
CVector3f GetDampedClampedVelocityWR() const;
float GetAverageSpeed() const;
float GetGravity() const;
float GetAttachedActorStruggle() const;
void SetAttachedActorStruggle(float struggle) { xa28_attachedActorStruggle = struggle; }
// PlayerHint
// bool SetAreaPlayerHint(const CScriptPlayerHint& hint, CStateManager& mgr);
void AddToPlayerHintRemoveList(TUniqueId id, CStateManager& mgr);
void AddToPlayerHintAddList(TUniqueId id, CStateManager& mgr);
// void DeactivatePlayerHint(TUniqueId id, CStateManager& mgr);
// void UpdatePlayerHints(CStateManager& mgr);
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static int SfxIdFromMaterial(const CMaterialList& mat, const ushort* idList, int tableLen,
ushort defId);
private:
NPlayer::EPlayerMovementState x258_movementState;
rstl::vector< CToken > x25c_ballTransitionsRes;
TUniqueId x26c_attachedActor;
float x270_attachedActorTime;
CPlayerEnergyDrain x274_energyDrain;
float x288_startingJumpTimeout;
float x28c_sjTimer;
float x290_minJumpTimeout;
float x294_jumpCameraTimer;
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int x298_jumpPresses;
float x29c_fallCameraTimer;
float x2a0_;
bool x2a4_cancelCameraPitch;
float x2a8_timeSinceJump;
ESurfaceRestraints x2ac_surfaceRestraint;
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int x2b0_outOfWaterTicks;
rstl::reserved_vector< float, 6 > x2b4_accelerationTable;
uint x2d0_curAcceleration;
float x2d4_accelerationChangeTimer;
CAABox x2d8_fpBounds;
float x2f0_ballTransHeight;
EPlayerCameraState x2f4_cameraState;
EPlayerMorphBallState x2f8_morphBallState;
EPlayerMorphBallState x2fc_spawnedMorphBallState;
float x300_fallingTime;
EPlayerOrbitState x304_orbitState;
EPlayerOrbitType x308_orbitType;
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EOrbitBrokenType x30c_orbitBrokenType;
TUniqueId x310_orbitTargetId;
CVector3f x314_orbitPoint;
CVector3f x320_orbitVector;
float x32c_orbitModeTimer;
EPlayerZoneInfo x330_orbitZoneMode;
EPlayerZoneType x334_orbitType;
uint x338_;
TUniqueId x33c_orbitNextTargetId;
bool m_deferredOrbitObject;
float x340_;
rstl::vector< TUniqueId > x344_nearbyOrbitObjects;
rstl::vector< TUniqueId > x354_onScreenOrbitObjects;
rstl::vector< TUniqueId > x364_offScreenOrbitObjects;
bool x374_orbitLockEstablished;
float x378_orbitPreventionTimer;
bool x37c_sidewaysDashing;
float x380_strafeInputAtDash;
float x384_dashTimer;
float x388_dashButtonHoldTime;
bool x38c_doneSidewaysDashing;
uint x390_orbitSource;
bool x394_orbitingEnemy;
float x398_dashSpeedMultiplier;
bool x39c_noStrafeDashBlend;
float x3a0_dashDuration;
float x3a4_strafeDashBlendDuration;
EPlayerScanState x3a8_scanState;
float x3ac_scanningTime;
float x3b0_curScanTime;
TUniqueId x3b4_scanningObject;
EGrappleState x3b8_grappleState;
float x3bc_grappleSwingTimer;
CVector3f x3c0_grappleSwingAxis;
float x3cc_;
float x3d0_;
float x3d4_;
float x3d8_grappleJumpTimeout;
bool x3dc_inFreeLook;
bool x3dd_lookButtonHeld;
bool x3de_lookAnalogHeld;
float x3e0_curFreeLookCenteredTime;
float x3e4_freeLookYawAngle;
float x3e8_horizFreeLookAngleVel;
float x3ec_freeLookPitchAngle;
float x3f0_vertFreeLookAngleVel;
TUniqueId x3f4_aimTarget;
CVector3f x3f8_targetAimPosition;
TReservedAverage< CVector3f, 10 > x404_aimTargetAverage;
CVector3f x480_assistedTargetAim;
float x48c_aimTargetTimer;
rstl::single_ptr< CPlayerGun > x490_gun;
float x494_gunAlpha;
EGunHolsterState x498_gunHolsterState;
float x49c_gunHolsterRemTime;
rstl::single_ptr< CPlayerStuckTracker > x4a0_playerStuckTracker;
TReservedAverage< float, 20 > x4a4_moveSpeedAvg;
float x4f8_moveSpeed;
float x4fc_flatMoveSpeed;
CVector3f x500_lookDir;
CVector3f x50c_moveDir;
CVector3f x518_leaveMorphDir;
CVector3f x524_lastPosForDirCalc;
CVector3f x530_gunDir;
float x53c_timeMoving;
CVector3f x540_controlDir;
CVector3f x54c_controlDirFlat;
bool x558_wasDamaged;
float x55c_damageAmt;
float x560_prevDamageAmt;
CVector3f x564_damageLocation;
float x570_immuneTimer;
float x574_morphTime;
float x578_morphDuration;
uint x57c_;
uint x580_;
int x584_ballTransitionAnim;
float x588_alpha;
float x58c_transitionVel;
bool x590_leaveMorphballAllowed;
TReservedAverage< CTransform4f, 4 > x594_transisionBeamXfs;
TReservedAverage< CTransform4f, 4 > x658_transitionModelXfs;
TReservedAverage< float, 4 > x71c_transitionModelAlphas;
rstl::vector< rstl::auto_ptr< CModelData > > x730_transitionModels;
float x740_staticTimer;
float x744_staticOutSpeed;
float x748_staticInSpeed;
float x74c_visorStaticAlpha;
float x750_frozenTimeout;
int x754_iceBreakJumps;
float x758_frozenTimeoutBias;
int x75c_additionalIceBreakJumps;
bool x760_controlsFrozen;
float x764_controlsFrozenTimeout;
rstl::single_ptr< CMorphBall > x768_morphball;
rstl::single_ptr< CPlayerCameraBob > x76c_cameraBob;
CSfxHandle x770_damageLoopSfx;
float x774_samusVoiceTimeout;
CSfxHandle x778_dashSfx;
CSfxHandle x77c_samusVoiceSfx;
int x780_samusVoicePriority;
float x784_damageSfxTimer;
ushort x788_damageLoopSfxId;
float x78c_footstepSfxTimer;
EFootstepSfx x790_footstepSfxSel;
CVector3f x794_lastVelocity;
CVisorSteam x7a0_visorSteam;
CPlayerState::EPlayerSuit x7cc_transitionSuit;
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CAnimRes x7d0_animRes;
CPlayerState::EBeamId x7ec_beam;
rstl::single_ptr< CModelData > x7f0_ballTransitionBeamModel;
CTransform4f x7f4_gunWorldXf;
float x824_transitionFilterTimer;
float x828_distanceUnderWater;
bool x82c_inLava;
TUniqueId x82e_ridingPlatform;
TUniqueId x830_playerHint;
uint x834_playerHintPriority;
rstl::reserved_vector< rstl::pair< uint, TUniqueId >, 32 > x838_playerHints;
rstl::reserved_vector< TUniqueId, 32 > x93c_playerHintsToRemove;
rstl::reserved_vector< TUniqueId, 32 > x980_playerHintsToAdd;
bool x9c4_24_visorChangeRequested : 1;
bool x9c4_25_showCrosshairs : 1;
bool x9c4_26_ : 1;
bool x9c4_27_canEnterMorphBall : 1;
bool x9c4_28_canLeaveMorphBall : 1;
bool x9c4_29_spiderBallControlXY : 1;
bool x9c4_30_controlDirOverride : 1;
bool x9c4_31_inWaterMovement : 1;
bool x9c5_24_ : 1;
bool x9c5_25_splashUpdated : 1;
bool x9c5_26_ : 1;
bool x9c5_27_camSubmerged : 1;
bool x9c5_28_slidingOnWall : 1;
bool x9c5_29_hitWall : 1;
bool x9c5_30_selectFluidBallSound : 1;
bool x9c5_31_stepCameraZBiasDirty : 1;
bool x9c6_24_extendTargetDistance : 1;
bool x9c6_25_interpolatingControlDir : 1;
bool x9c6_26_outOfBallLookAtHint : 1;
bool x9c6_27_aimingAtProjectile : 1;
bool x9c6_28_aligningGrappleSwingTurn : 1;
bool x9c6_29_disableInput : 1;
bool x9c6_30_newScanScanning : 1;
bool x9c6_31_overrideRadarRadius : 1;
bool x9c7_24_noDamageLoopSfx : 1;
bool x9c7_25_outOfBallLookAtHintActor : 1;
float x9c8_eyeZBias;
float x9cc_stepCameraZBias;
uint x9d0_bombJumpCount;
int x9d4_bombJumpCheckDelayFrames;
CVector3f x9d8_controlDirOverrideDir;
rstl::reserved_vector< TUniqueId, 5 > x9e4_orbitDisableList;
float x9f4_deathTime;
float x9f8_controlDirInterpTime;
float x9fc_controlDirInterpDur;
TUniqueId xa00_deathPowerBomb;
float xa04_preThinkDt;
CAssetId xa08_steamTextureId;
CAssetId xa0c_iceTextureId;
int xa10_envDmgCounter;
float xa14_envDmgCameraShakeTimer;
float xa18_phazonDamageLag;
float xa1c_threatOverride;
float xa20_radarXYRadiusOverride;
float xa24_radarZRadiusOverride;
float xa28_attachedActorStruggle;
int xa2c_damageLoopSfxDelayTicks;
float xa30_samusExhaustedVoiceTimer;
};
CHECK_SIZEOF(CPlayer, 0xa38)
#endif // _CPLAYER