2022-10-05 23:06:15 +00:00
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#pragma once
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2022-10-05 22:55:57 +00:00
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2022-10-05 23:06:15 +00:00
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#include "types.h"
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// TODO CGunMotion?
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namespace SamusGun {
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enum EAnimationState {
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kAS_Wander,
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kAS_Fidget,
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kAS_Struck,
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kAS_FreeLook,
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kAS_ComboFire,
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kAS_Idle,
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kAS_BasePosition,
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};
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enum EFidgetType {
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kFT_Invalid = -1,
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kFT_Minor,
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kFT_Major,
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};
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} // namespace SamusGun
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2022-10-05 22:55:57 +00:00
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class CStateManager;
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2022-10-05 23:06:15 +00:00
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class CFidget {
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public:
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enum EState {
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kS_NoFidget,
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kS_MinorFidget,
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kS_MajorFidget,
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kS_HolsterBeam,
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kS_StillMinorFidget,
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kS_StillMajorFidget,
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kS_StillHolsterBeam,
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kS_Loading,
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};
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private:
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EState x0_state;
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SamusGun::EFidgetType x4_type;
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int x8_delayTriggerBits;
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// 0: panel, 1: panel reset, 2: adjust nozzle, 3: panel buttons
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int xc_animSet;
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int x10_delayTimerEnableBits;
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float x14_timeSinceFire;
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float x18_timeSinceStrikeCooldown;
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float x1c_timeSinceUnmorph;
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float x20_timeSinceBobbing;
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float x24_minorDelayTimer;
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float x28_majorDelayTimer;
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float x2c_holsterTimeSinceFire;
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float x30_timeUntilHolster;
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bool x34_24_loading : 1;
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public:
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2022-10-06 10:38:13 +00:00
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CFidget();
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2022-10-05 22:55:57 +00:00
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EState GetState() const { return x0_state; }
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SamusGun::EFidgetType GetType() const { return x4_type; }
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int GetAnimSet() const { return xc_animSet; }
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EState Update(int fireButtonStates, bool bobbing, bool inStrikeCooldown, float dt,
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CStateManager& mgr);
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void ResetMinor();
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void ResetAll();
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void DoneLoading() { x34_24_loading = false; }
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};
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CHECK_SIZEOF(CFidget, 0x38)
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