prime/include/MetroidPrime/Weapons/WeaponCommon.hpp

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#ifndef _WEAPONCOMMON
#define _WEAPONCOMMON
#include "Kyoto/SObjectTag.hpp"
#include "rstl/set.hpp"
#include "rstl/vector.hpp"
class CToken;
class CSfxHandle;
class CAnimData;
class CStateManager;
class CPrimitive;
namespace NWeaponTypes {
enum EGunAnimType {
kGAT_BasePosition,
kGAT_Shoot,
kGAT_ChargeUp,
kGAT_ChargeLoop,
kGAT_ChargeShoot,
kGAT_FromMissile,
kGAT_ToMissile,
kGAT_MissileShoot,
kGAT_MissileReload,
kGAT_FromBeam,
kGAT_ToBeam
};
CSfxHandle play_sfx(ushort sfx, bool underwater, bool looped, short pan);
void primitive_set_to_token_vector(const CAnimData& animData,
const rstl::set< CPrimitive >& primSet,
rstl::vector< CToken >& tokensOut, bool preLock);
void get_token_vector(CAnimData& animData, int, rstl::vector< CToken >& tokensOut, bool preLock);
void get_token_vector(const CAnimData& animData, int begin, int end,
rstl::vector< CToken >& tokensOut, bool preLock);
bool are_tokens_ready(const rstl::vector< CToken >&);
CAssetId get_asset_id_from_name(const char* name);
void lock_tokens(rstl::vector< CToken >&);
void unlock_tokens(rstl::vector< CToken >&);
int get_current_suit(const CStateManager& mgr);
} // namespace NWeaponTypes
#endif // _WEAPONCOMMON