2022-10-09 05:13:17 +00:00
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#ifndef _WEAPONCOMMON
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#define _WEAPONCOMMON
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2022-10-06 11:37:57 +00:00
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2022-12-01 13:45:36 +00:00
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#include "Kyoto/SObjectTag.hpp"
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#include "rstl/set.hpp"
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2022-10-06 23:44:37 +00:00
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#include "rstl/vector.hpp"
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class CToken;
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class CSfxHandle;
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2022-11-15 20:06:18 +00:00
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class CAnimData;
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2022-12-01 13:45:36 +00:00
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class CStateManager;
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class CPrimitive;
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2022-10-06 23:44:37 +00:00
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2022-10-06 11:37:57 +00:00
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namespace NWeaponTypes {
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enum EGunAnimType {
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kGAT_BasePosition,
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kGAT_Shoot,
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kGAT_ChargeUp,
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kGAT_ChargeLoop,
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kGAT_ChargeShoot,
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kGAT_FromMissile,
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kGAT_ToMissile,
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kGAT_MissileShoot,
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kGAT_MissileReload,
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kGAT_FromBeam,
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kGAT_ToBeam
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};
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2022-10-09 05:37:23 +00:00
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CSfxHandle play_sfx(ushort sfx, bool underwater, bool looped, short pan);
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2022-12-01 13:45:36 +00:00
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void primitive_set_to_token_vector(const CAnimData& animData,
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const rstl::set< CPrimitive >& primSet,
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rstl::vector< CToken >& tokensOut, bool preLock);
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void get_token_vector(CAnimData& animData, int, rstl::vector< CToken >& tokensOut, bool preLock);
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2022-10-09 05:13:17 +00:00
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void get_token_vector(const CAnimData& animData, int begin, int end,
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rstl::vector< CToken >& tokensOut, bool preLock);
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2022-11-07 23:20:36 +00:00
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bool are_tokens_ready(const rstl::vector< CToken >&);
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2022-11-25 12:41:28 +00:00
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CAssetId get_asset_id_from_name(const char* name);
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void lock_tokens(rstl::vector< CToken >&);
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void unlock_tokens(rstl::vector< CToken >&);
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2022-11-25 20:52:18 +00:00
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int get_current_suit(const CStateManager& mgr);
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2022-10-06 19:38:21 +00:00
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2022-10-09 05:13:17 +00:00
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} // namespace NWeaponTypes
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2022-10-06 11:37:57 +00:00
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2022-10-09 05:13:17 +00:00
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#endif // _WEAPONCOMMON
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