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

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#ifndef _CGUNCONTROLLER
#define _CGUNCONTROLLER
#include "types.h"
#include "MetroidPrime/Weapons/GunController/CGSFreeLook.hpp"
#include "MetroidPrime/Weapons/GunController/CGSComboFire.hpp"
#include "MetroidPrime/Weapons/GunController/CGSFidget.hpp"
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;
char x48_pad[0x4];
EGunState x50_gunState;
int x54_curAnimId;
bool x58_24_animDone : 1;
bool x58_25_enteredComboFire : 1;
public:
explicit CGunController(CModelData& modelData);
~CGunController();
void EnterFreeLook(CStateManager&, int, int);
void EnterComboFire(CStateManager&, int);
void EnterFidget(CStateManager&, int, int, int);
void EnterStruck(CStateManager&, float, bool, bool);
void LoadFidgetAnimAsync(CStateManager&, int, int, int);
int Update(float, CStateManager&);
void EnterIdle(CStateManager&);
void ReturnToDefault(CStateManager&, float, bool);
void Reset();
void ReturnToBasePosition(CStateManager&);
bool IsComboOver() const { return x1c_comboFire.IsComboOver(); }
void UnLoadFidget() { x30_fidget.UnLoadAnim(); }
bool IsFidgetLoaded() const { return x30_fidget.IsAnimLoaded(); }
int GetFreeLookSetId() const { return x4_freeLook.GetSetId(); }
};
CHECK_SIZEOF(CGunController, 0x5C)
#endif // _CGUNCONTROLLER