prime/include/MetroidPrime/Weapons/CEnergyProjectile.hpp

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#ifndef _CENERGYPROJECTILE
#define _CENERGYPROJECTILE
#include "types.h"
#include "MetroidPrime/Cameras/CCameraShakeData.hpp"
#include "MetroidPrime/Weapons/CGameProjectile.hpp"
#include "Kyoto/Audio/CSfxHandle.hpp"
#include "Kyoto/Math/CVector3f.hpp"
class CEnergyProjectile : public CGameProjectile {
public:
CEnergyProjectile(bool active, const TToken< CWeaponDescription >& desc, EWeaponType type,
const CTransform4f& xf, EMaterialTypes excludeMat, const CDamageInfo& damage,
TUniqueId uid, TAreaId aid, TUniqueId owner, TUniqueId homingTarget,
uint attribs, bool underwater, const CVector3f& scale,
const rstl::optional_object< TLockedToken< CGenDescription > >& visorParticle,
ushort visorSfx, bool sendCollideMsg);
// CEntity
~CEnergyProjectile() override;
void Accept(IVisitor& visitor) override;
void Think(float dt, CStateManager& mgr) override;
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
// CActor
void AddToRenderer(const CFrustumPlanes&, const CStateManager&) const override;
void Render(const CStateManager&) const override;
void Touch(CActor&, CStateManager&) override;
// CGameProjectile
void ResolveCollisionWithActor(const CRayCastResult& res, CActor& act,
CStateManager& mgr) override;
// CEnergyProjectile
virtual bool Explode(const CVector3f& pos, const CVector3f& normal,
EWeaponCollisionResponseTypes type, CStateManager& mgr,
const CDamageVulnerability& dVuln, TUniqueId hitActor);
void Set3d0_26(bool v) { x3d0_26_ = v; }
private:
CSfxHandle x2e8_sfx;
CVector3f x2ec_dir;
float x2f8_mag;
CCameraShakeData x2fc_camShake;
bool x3d0_24_dead : 1;
bool x3d0_25_ : 1;
bool x3d0_26_ : 1;
bool x3d0_27_camShakeDirty : 1;
float x3d4_curTime;
};
CHECK_SIZEOF(CEnergyProjectile, 0x3d8);
#endif // _CENERGYPROJECTILE