prime/include/MetroidPrime/Weapons/CElectricBeamProjectile.hpp

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#ifndef _CELECTRICBEAMPROJECTILE
#define _CELECTRICBEAMPROJECTILE
#include "MetroidPrime/Weapons/CBeamProjectile.hpp"
class CParticleElectric;
class CElectricDescription;
struct SElectricBeamInfo {
TToken< CElectricDescription > x0_electricDescription;
float x8_maxLength;
float xc_radius;
float x10_travelSpeed;
CAssetId x14_particleId;
float x18_fadeSpeed;
float x1c_damageInterval;
};
class CElectricBeamProjectile : public CBeamProjectile {
public:
CElectricBeamProjectile(const TToken< CWeaponDescription >&, EWeaponType,
const SElectricBeamInfo&, const CTransform4f&, EMaterialTypes,
const CDamageInfo&, TUniqueId, TAreaId, TUniqueId, EProjectileAttrib);
// CEntity
void Accept(IVisitor&);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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// CActor
void AddToRenderer(const CFrustumPlanes&, const CStateManager&) const;
void Touch(CActor&, CStateManager&);
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// CBeamProjectile
void UpdateFx(const CTransform4f&, float, CStateManager&);
void ResetBeam(CStateManager&, bool);
void Fire(const CTransform4f&, CStateManager&, bool);
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private:
rstl::single_ptr< CParticleElectric > x468_electric;
TLockedToken< CGenDescription > x46c_genDescription;
rstl::single_ptr< CElementGen > x478_elementGen;
float x47c_fadeSpeed;
float x480_intensity;
float x484_damageTimer;
float x488_damageInterval;
bool x48c_;
};
#endif // _CELECTRICBEAMPROJECTILE