prime/include/MetroidPrime/Tweaks/CTweakGunRes.hpp

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#ifndef _CTWEAKGUNRES
#define _CTWEAKGUNRES
#include "types.h"
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#include "MetroidPrime/Tweaks/ITweakObject.hpp"
#include "MetroidPrime/Player/CPlayerState.hpp"
#include "Kyoto/CObjectReference.hpp"
class CTweakGunRes : public ITweakObject {
public:
typedef CAssetId ResId;
typedef CPlayerState::EBeamId EBeamId;
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struct WeaponResourcePair {
ResId a;
ResId b;
ResId c;
ResId* d;
};
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~CTweakGunRes() override;
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ResId x4_gunMotion;
ResId x8_grappleArm;
ResId xc_rightHand;
ResId x10_powerBeam;
ResId x14_iceBeam;
ResId x18_waveBeam;
ResId x1c_plasmaBeam;
ResId x20_phazonBeam;
ResId x24_holoTransition;
ResId x28_bombSet;
ResId x2c_bombExplode;
ResId x30_powerBombExplode;
/* Power, Ice, Wave, Plasma, Phazon / Beam, Ball */
ResId x34_weapons[2][5];
ResId x84_muzzle[5];
ResId x94_charge[5];
ResId xa4_auxMuzzle[5];
ResId xb4_grappleSegment;
ResId xb8_grappleClaw;
ResId xbc_grappleHit;
ResId xc0_grappleMuzzle;
ResId xc4_grappleSwoosh;
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const WeaponResourcePair* GetWeaponResourcePair(int beam) const; /* {
const int b = int(beam);
if (b < 0 || b > 4) {
return x34_weapons[0];
}
return x34_weapons[b];
}*/
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};
extern CTweakGunRes* gpTweakGunRes;
#endif // _CTWEAKGUNRES