Things for CGunMotion

Former-commit-id: b4e3361020
This commit is contained in:
Henrique Gemignani Passos Lima
2022-10-07 00:07:41 +03:00
parent 6bfb08fd07
commit 01c1b77b2e
8 changed files with 98 additions and 4 deletions

View File

@@ -817,7 +817,7 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
} else {
if (x833_31_inFreeLook) {
if ((x2f8_stateFlags & 0x10) != 0x10) {
x73c_gunMotion->ReturnToDefault(mgr, x834_30_inBigStrike);
x73c_gunMotion->ReturnToDefault(mgr);
x740_grappleArm->ReturnToDefault(mgr, 0.f, false);
}
x833_31_inFreeLook = false;

View File

@@ -1 +1,77 @@
#include "MetroidPrime/Weapons/GunController/CGunMotion.hpp"
#include "MetroidPrime/CAnimRes.hpp"
#include "MetroidPrime/CAnimData.hpp"
#include "MetroidPrime/CPASDatabase.hpp"
#include "MetroidPrime/CStateManager.hpp"
CGunMotion::CGunMotion(CAssetId ancsId, const CVector3f& scale)
: x0_modelData(CAnimRes(ancsId, 0, scale, 0, false))
, x4c_gunController(x0_modelData)
, xb8_24_animPlaying(false) {
LoadAnimations();
}
CGunMotion::~CGunMotion() {}
bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle,
bool bigStrike) {
const CPASDatabase& pas = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
s32 animId = -1;
bool loop = true;
switch (state) {
case SamusGun::kAS_Wander: {
CPASAnimParmData* parms; //((pas::EAnimationState(state)));
rstl::pair<float, int> anim = pas.FindBestAnimation(*parms, *mgr.GetActiveRandom(), -1);
animId = anim.second;
break;
}
case SamusGun::kAS_Idle: {
CPASAnimParmData* parms; //(pas::EAnimationState(state), CPASAnimParm::FromEnum(0));
rstl::pair<float, int> anim = pas.FindBestAnimation(*parms, *mgr.GetActiveRandom(), -1);
animId = anim.second;
break;
}
case SamusGun::kAS_Struck: {
CPASAnimParmData* parms; /*(pas::EAnimationState(state), CPASAnimParm::FromInt32(0),
CPASAnimParm::FromReal32(angle), CPASAnimParm::FromBool(bigStrike),
CPASAnimParm::FromBool(false));*/
rstl::pair<float, int> anim = pas.FindBestAnimation(*parms, *mgr.GetActiveRandom(), -1);
animId = anim.second;
loop = false;
break;
}
case SamusGun::kAS_FreeLook:
x4c_gunController.EnterFreeLook(mgr, 0, -1);
break;
case SamusGun::kAS_ComboFire:
x4c_gunController.EnterComboFire(mgr, 0);
break;
default:
break;
}
if (animId != -1) {
x0_modelData.AnimationData()->EnableLooping(loop);
CAnimPlaybackParms aparms(animId, -1, 1.f, true);
x0_modelData.AnimationData()->SetAnimation(aparms, false);
}
return loop;
}
void CGunMotion::Update(float, CStateManager&) {}
void CGunMotion::Draw(const CStateManager&, const CTransform4f&) const {}
void CGunMotion::ReturnToDefault(CStateManager& mgr) {
x4c_gunController.ReturnToDefault(mgr, 0.f);
}
void CGunMotion::GetFreeLookSetId() const {}
void CGunMotion::BasePosition(bool bigStrikeReset) {}
void CGunMotion::EnterFidget(CStateManager&, SamusGun::EFidgetType, int) {}
void CGunMotion::LoadAnimations() {}