prime/include/MetroidPrime/Tweaks/CTweakPlayerGun.hpp

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#ifndef _CTWEAKPLAYERGUN_HPP_
#define _CTWEAKPLAYERGUN_HPP_
#include "MetroidPrime/Tweaks/ITweakObject.hpp"
#include "Kyoto/Math/CVector3f.hpp"
#include "rstl/reserved_vector.hpp"
struct SShotParam {
uint x0_weaponType;
bool x4_24_charged : 1;
bool x4_25_combo : 1;
bool x4_26_instaKill : 1;
float x8_damage;
float xc_radiusDamage;
float x10_radius;
float x14_knockback;
bool x18_24_noImmunity : 1;
SShotParam()
: x0_weaponType(-1)
, x4_24_charged(false)
, x4_25_combo(false)
, x4_26_instaKill(false)
, x8_damage(0.f)
, xc_radiusDamage(0.f)
, x10_radius(0.f)
, x14_knockback(0.f)
, x18_24_noImmunity(false)
{}
explicit SShotParam(CInputStream& in);
};
struct SComboShotParam : SShotParam {
SComboShotParam() { x4_25_combo = true; }
explicit SComboShotParam(CInputStream& in) : SShotParam(in) { x4_25_combo = true; }
};
struct SChargedShotParam : SShotParam {
SChargedShotParam() { x4_24_charged = true; }
explicit SChargedShotParam(CInputStream& in) : SShotParam(in) { x4_24_charged = true; }
};
struct SWeaponInfo {
float x0_coolDown;
SShotParam x4_normal;
SChargedShotParam x20_charged;
SWeaponInfo()
: x0_coolDown(0.1f) {}
explicit SWeaponInfo(CInputStream& in);
};
class CTweakPlayerGun : public ITweakObject {
public:
~CTweakPlayerGun() override;
float GetUpLookAngle() const { return x4_upLookAngle; }
float GetDownLookAngle() const { return x8_downLookAngle; }
float GetVerticalSpread() const { return xc_verticalSpread; }
float GetHorizontalSpread() const { return x10_horizontalSpread; }
float GetHighVerticalSpread() const { return x14_highVerticalSpread; }
float GetHighHorizontalSpread() const { return x18_highHorizontalSpread; }
float GetLowVerticalSpread() const { return x1c_lowVerticalSpread; }
float GetLowHorizontalSpread() const { return x20_lowHorizontalSpread; }
float GetAimVerticalSpeed() const { return x24_aimVerticalSpeed; }
float GetAimHorizontalSpeed() const { return x28_aimHorizontalSpeed; }
float GetBombFuseTime() const { return x2c_bombFuseTime; }
float GetBombDropDelayTime() const { return x30_bombDropDelayTime; }
float GetHoloHoldTime() const { return x34_holoHoldTime; }
float GetGunTransformTime() const { return x38_gunTransformTime; }
float GetGunHolsterTime() const { return x3c_gunHolsterTime; }
float GetGunNotFiringTime() const { return x40_gunNotFiringTime; }
float GetFixedVerticalAim() const { return x44_fixedVerticalAim; }
float GetGunExtendDistance() const { return x48_gunExtendDistance; }
const CVector3f& GetGunPosition() const { return x4c_gunPosition; }
const CVector3f& GetGrapplingArmPosition() const { return x64_grapplingArmPosition; }
private:
float x4_upLookAngle;
float x8_downLookAngle;
float xc_verticalSpread;
float x10_horizontalSpread;
float x14_highVerticalSpread;
float x18_highHorizontalSpread;
float x1c_lowVerticalSpread;
float x20_lowHorizontalSpread;
float x24_aimVerticalSpeed;
float x28_aimHorizontalSpeed;
float x2c_bombFuseTime;
float x30_bombDropDelayTime;
float x34_holoHoldTime;
float x38_gunTransformTime;
float x3c_gunHolsterTime;
float x40_gunNotFiringTime;
float x44_fixedVerticalAim;
float x48_gunExtendDistance;
CVector3f x4c_gunPosition;
CVector3f x58_;
CVector3f x64_grapplingArmPosition;
SShotParam x70_bomb;
SShotParam x8c_powerBomb;
SShotParam x1d4_missile;
SWeaponInfo xa8_beams[5];
rstl::reserved_vector<SShotParam,5> x1f0_combos; // Originally rstl::reserved_vector<SShotParam,5>
rstl::reserved_vector<float,5> x280_ricochetData;
};
extern CTweakPlayerGun* gpTweakPlayerGun;
#endif // _CTWEAKPLAYERGUN_HPP_