prime/include/MetroidPrime/Weapons/CPowerBeam.hpp

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#ifndef _CPOWERBEAM
#define _CPOWERBEAM
#include "types.h"
#include "MetroidPrime/Weapons/CGunWeapon.hpp"
#include "rstl/single_ptr.hpp"
class CPowerBeam : public CGunWeapon {
public:
CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const CVector3f& scale);
~CPowerBeam();
void PreRenderGunFx(const CStateManager& mgr, const CTransform4f& xf) override;
void PostRenderGunFx(const CStateManager& mgr, const CTransform4f& xf) override;
void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const CTransform4f& xf) override;
void Fire(bool underwater, float dt, CPlayerState::EChargeStage chargeState, const CTransform4f& xf, CStateManager& mgr,
TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) override;
void EnableSecondaryFx(ESecondaryFxType type) override;
void Update(float dt, CStateManager& mgr) override;
void Load(CStateManager& mgr, bool subtypeBasePose) override;
void Unload(CStateManager& mgr) override;
bool IsLoaded() const override;
private:
enum ESmokeState { kSS_Inactive, kSS_Active, kSS_Done };
TCachedToken<CGenDescription> x21c_shotSmoke;
TCachedToken<CGenDescription> x228_power2nd1;
rstl::single_ptr<CElementGen> x234_shotSmokeGen;
rstl::single_ptr<CElementGen> x238_power2ndGen;
float x23c_smokeTimer;
ESmokeState x240_smokeState;
bool x244_24 : 1;
bool x244_25_loaded : 1;
void ReInitVariables();
};
CHECK_SIZEOF(CPowerBeam, 0x248)
#endif // _CPOWERBEAM