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#ifndef _CGUNMOTION_HPP
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#define _CGUNMOTION_HPP
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#include "MetroidPrime/CModelData.hpp"
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#include "MetroidPrime/Weapons/GunController/CGunController.hpp"
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#include "Kyoto/CToken.hpp"
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#include "Kyoto/CObjectReference.hpp"
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#include "rstl/vector.hpp"
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class CVector3f;
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class CStateManager;
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namespace SamusGun {
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enum EAnimationState {
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kAS_Wander,
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kAS_Fidget,
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kAS_Struck,
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kAS_FreeLook,
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kAS_ComboFire,
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kAS_Idle,
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kAS_BasePosition,
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};
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enum EFidgetType {
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kFT_Invalid = -1,
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kFT_Minor,
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kFT_Major,
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};
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} // namespace SamusGun
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class CGunMotion {
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public:
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CGunMotion(CAssetId ancsId, const CVector3f& scale);
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~CGunMotion();
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bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike);
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void Update(float, CStateManager&);
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void Draw(const CStateManager&, const CTransform4f&) const;
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void ReturnToDefault(CStateManager& mgr);
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int GetFreeLookSetId() const;
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void BasePosition(bool bigStrikeReset);
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void EnterFidget(CStateManager&, SamusGun::EFidgetType, int);
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void LoadAnimations();
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CModelData& GetModelData() { return x0_modelData; }
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const CModelData& GetModelData() const { return x0_modelData; }
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bool IsAnimPlaying() const { return xb8_24_animPlaying; }
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private:
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CModelData x0_modelData;
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CGunController x4c_gunController;
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rstl::vector<CToken> xa8_anims;
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bool xb8_24_animPlaying : 1;
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};
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CHECK_SIZEOF(CGunMotion, 0xbc)
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#endif // _CGUNMOTION_HPP
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