prime/include/MetroidPrime/Weapons/CBeamProjectile.hpp

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#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,
};
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CBeamProjectile(const TToken<CWeaponDescription>& wDesc, const rstl::string& name, EWeaponType wType,
const CTransform4f& xf, int maxLength, float beamRadius, float travelSpeed,
EMaterialTypes matType, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner,
EProjectileAttrib attribs, bool growingBeam);
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// CEntity
~CBeamProjectile();
void Accept(IVisitor& visitor);
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// CActor
rstl::optional_object<CAABox> GetTouchBounds() const;
void Touch(CActor&, CStateManager&);
void CalculateRenderBounds();
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// CBeamProjectile
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virtual void UpdateFx(const CTransform4f&, float, CStateManager&);
virtual void ResetBeam(CStateManager&, bool);
virtual void Fire(const CTransform4f&, CStateManager&, bool) = 0;
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void CauseDamage(bool b) { x464_25_enableTouchDamage = b; }
EDamageType GetDamageType() const { return x2f8_damageType; }
const CVector3f& GetCurrentPos() const { return x318_collisionPoint; }
const CVector3f& GetSurfaceNormal() const { return x30c_collisionNormal; }
const CTransform4f& GetBeamTransform() const { return x324_xf; }
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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;
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void SetCollisionResultData(EDamageType dType, CRayCastResult& res, TUniqueId id);
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};
CHECK_SIZEOF(CBeamProjectile, 0x468)
#endif // _CBEAMPROJECTILE