prime/include/MetroidPrime/Weapons/CBeamProjectile.hpp

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2022-10-30 19:48:17 +00:00
#ifndef _CBEAMPROJECTILE
#define _CBEAMPROJECTILE
#include "types.h"
#include "MetroidPrime/Weapons/CGameProjectile.hpp"
#include "rstl/reserved_vector.hpp"
class CBeamProjectile : public CGameProjectile {
public:
enum EDamageType {
kDT_None,
kDT_Actor,
kDT_World,
};
virtual void UpdateFx(const CTransform4f&, float, CStateManager&);
virtual void ResetBeam(CStateManager&, bool);
virtual void Fire(const CTransform4f&, CStateManager&, bool) = 0;
private:
int x2e8_intMaxLength;
float x2ec_maxLength;
float x2f0_invMaxLength;
float x2f4_beamRadius;
EDamageType x2f8_damageType;
TUniqueId x2fc_;
TUniqueId x2fe_collisionActorId;
float x300_intBeamLength;
float x304_beamLength;
float x308_travelSpeed;
CVector3f x30c_collisionNormal;
CVector3f x318_collisionPoint;
CTransform4f x324_xf;
CAABox x354_;
CAABox x36c_;
rstl::reserved_vector< CVector3f, 10 > x384_;
rstl::reserved_vector< CVector3f, 8 > x400_pointCache;
bool x464_24_growingBeam : 1;
bool x464_25_enableTouchDamage : 1;
};
CHECK_SIZEOF(CBeamProjectile, 0x468)
#endif // _CBEAMPROJECTILE