prime/include/MetroidPrime/Weapons/GunController/CGunController.hpp

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#ifndef _CGUNCONTROLLER_HPP
#define _CGUNCONTROLLER_HPP
#include "types.h"
class CModelData;
enum EGunState {
kGS_Inactive,
kGS_Default,
kGS_FreeLook,
kGS_ComboFire,
kGS_Idle,
kGS_Fidget,
kGS_Strike,
kGS_BigStrike
};
class CStateManager;
class CGunController {
CModelData& x0_modelData;
// CGSFreeLook x4_freeLook;
// CGSComboFire x1c_comboFire;
// CGSFidget x30_fidget;
u8 x4_pad[0x4C];
EGunState x50_gunState;
int x54_curAnimId;
bool x58_24_animDone : 1;
bool x58_25_enteredComboFire : 1;
public:
explicit CGunController(CModelData& modelData);
void EnterFreeLook(CStateManager&, int, int);
void EnterComboFire(CStateManager&, int);
void EnterFidget(CStateManager&, int, int, int);
void EnterStruck(CStateManager&, float);
void LoadFidgetAnimAsync(CStateManager&, int, int, int);
bool Update(float, CStateManager&);
void EnterIdle(CStateManager&);
void ReturnToDefault(CStateManager&, float);
void Reset();
void ReturnToBasePosition(CStateManager&);
};
#endif // _CGUNCONTROLLER_HPP