prime/include/MetroidPrime/Player/CFidget.hpp

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#pragma once
#include "types.h"
// TODO CGunMotion?
namespace SamusGun {
enum EAnimationState {
kAS_Wander,
kAS_Fidget,
kAS_Struck,
kAS_FreeLook,
kAS_ComboFire,
kAS_Idle,
kAS_BasePosition,
};
enum EFidgetType {
kFT_Invalid = -1,
kFT_Minor,
kFT_Major,
};
} // namespace SamusGun
class CStateManager;
class CFidget {
public:
enum EState {
kS_NoFidget,
kS_MinorFidget,
kS_MajorFidget,
kS_HolsterBeam,
kS_StillMinorFidget,
kS_StillMajorFidget,
kS_StillHolsterBeam,
kS_Loading,
};
private:
EState x0_state;
SamusGun::EFidgetType x4_type;
int x8_delayTriggerBits;
// 0: panel, 1: panel reset, 2: adjust nozzle, 3: panel buttons
int xc_animSet;
int x10_delayTimerEnableBits;
float x14_timeSinceFire;
float x18_timeSinceStrikeCooldown;
float x1c_timeSinceUnmorph;
float x20_timeSinceBobbing;
float x24_minorDelayTimer;
float x28_majorDelayTimer;
float x2c_holsterTimeSinceFire;
float x30_timeUntilHolster;
bool x34_24_loading : 1;
public:
CFidget();
EState GetState() const { return x0_state; }
SamusGun::EFidgetType GetType() const { return x4_type; }
int GetAnimSet() const { return xc_animSet; }
EState Update(int fireButtonStates, bool bobbing, bool inStrikeCooldown, float dt,
CStateManager& mgr);
void ResetMinor();
void ResetAll();
void DoneLoading() { x34_24_loading = false; }
};
CHECK_SIZEOF(CFidget, 0x38)