mirror of https://github.com/PrimeDecomp/prime.git
parent
6bfb08fd07
commit
01c1b77b2e
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@ -122,7 +122,7 @@ public:
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// SetPoseValid__9CAnimDataFb
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s16 GetDefaultAnimation() const { return x208_defaultAnim; }
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// GetCharacterInfo__9CAnimDataCFv
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const CCharacterInfo& GetCharacterInfo() const { return xc_charInfo; }
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// GetCharLayoutInfo__9CAnimDataCFv
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// GetDeltaRotation__9CAnimDataCFv
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// GetDeltaOffset__9CAnimDataCFv
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@ -23,6 +23,8 @@ public:
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rstl::vector< CAssetId > x30_elsc;
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};
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const CPASDatabase& GetPASDatabase() const { return x30_pasDatabase; }
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private:
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u16 x0_tableCount;
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rstl::string x4_name;
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@ -4,6 +4,7 @@
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#include "types.h"
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#include "rstl/vector.hpp"
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#include "rstl/reserved_vector.hpp"
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namespace pas {
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enum EAnimationState {
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@ -6,11 +6,18 @@
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#include "MetroidPrime/CPASAnimState.hpp"
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#include "rstl/vector.hpp"
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#include "rstl/pair.hpp"
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class CPASAnimParmData;
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class CRandom16;
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class CPASDatabase {
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private:
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rstl::vector< CPASAnimState > x0_states;
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int x10_defaultState;
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public:
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rstl::pair<float, int> FindBestAnimation(const CPASAnimParmData&, CRandom16&, int) const;
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};
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CHECK_SIZEOF(CPASDatabase, 0x14)
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@ -31,6 +31,7 @@ class CGunController {
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public:
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explicit CGunController(CModelData& modelData);
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~CGunController();
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void EnterFreeLook(CStateManager&, int, int);
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void EnterComboFire(CStateManager&, int);
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@ -43,5 +44,6 @@ public:
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void Reset();
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void ReturnToBasePosition(CStateManager&);
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};
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CHECK_SIZEOF(CGunController, 0x5C)
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#endif // _CGUNCONTROLLER_HPP
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@ -2,6 +2,7 @@
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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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@ -34,8 +35,13 @@ public:
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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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void GetFreeLookSetId() const;
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void BasePosition(bool bigStrikeReset);
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void ReturnToDefault(CStateManager& mgr, bool setState);
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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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@ -43,7 +49,7 @@ public:
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private:
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CModelData x0_modelData;
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u8 x4c_pad[0x5C];
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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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@ -817,7 +817,7 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
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} else {
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if (x833_31_inFreeLook) {
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if ((x2f8_stateFlags & 0x10) != 0x10) {
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x73c_gunMotion->ReturnToDefault(mgr, x834_30_inBigStrike);
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x73c_gunMotion->ReturnToDefault(mgr);
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x740_grappleArm->ReturnToDefault(mgr, 0.f, false);
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}
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x833_31_inFreeLook = false;
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@ -1 +1,77 @@
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#include "MetroidPrime/Weapons/GunController/CGunMotion.hpp"
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#include "MetroidPrime/CAnimRes.hpp"
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#include "MetroidPrime/CAnimData.hpp"
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#include "MetroidPrime/CPASDatabase.hpp"
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#include "MetroidPrime/CStateManager.hpp"
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CGunMotion::CGunMotion(CAssetId ancsId, const CVector3f& scale)
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: x0_modelData(CAnimRes(ancsId, 0, scale, 0, false))
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, x4c_gunController(x0_modelData)
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, xb8_24_animPlaying(false) {
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LoadAnimations();
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}
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CGunMotion::~CGunMotion() {}
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bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle,
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bool bigStrike) {
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const CPASDatabase& pas = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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s32 animId = -1;
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bool loop = true;
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switch (state) {
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case SamusGun::kAS_Wander: {
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CPASAnimParmData* parms; //((pas::EAnimationState(state)));
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rstl::pair<float, int> anim = pas.FindBestAnimation(*parms, *mgr.GetActiveRandom(), -1);
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animId = anim.second;
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break;
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}
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case SamusGun::kAS_Idle: {
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CPASAnimParmData* parms; //(pas::EAnimationState(state), CPASAnimParm::FromEnum(0));
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rstl::pair<float, int> anim = pas.FindBestAnimation(*parms, *mgr.GetActiveRandom(), -1);
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animId = anim.second;
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break;
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}
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case SamusGun::kAS_Struck: {
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CPASAnimParmData* parms; /*(pas::EAnimationState(state), CPASAnimParm::FromInt32(0),
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CPASAnimParm::FromReal32(angle), CPASAnimParm::FromBool(bigStrike),
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CPASAnimParm::FromBool(false));*/
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rstl::pair<float, int> anim = pas.FindBestAnimation(*parms, *mgr.GetActiveRandom(), -1);
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animId = anim.second;
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loop = false;
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break;
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}
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case SamusGun::kAS_FreeLook:
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x4c_gunController.EnterFreeLook(mgr, 0, -1);
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break;
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case SamusGun::kAS_ComboFire:
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x4c_gunController.EnterComboFire(mgr, 0);
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break;
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default:
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break;
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}
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if (animId != -1) {
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x0_modelData.AnimationData()->EnableLooping(loop);
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CAnimPlaybackParms aparms(animId, -1, 1.f, true);
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x0_modelData.AnimationData()->SetAnimation(aparms, false);
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}
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return loop;
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}
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void CGunMotion::Update(float, CStateManager&) {}
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void CGunMotion::Draw(const CStateManager&, const CTransform4f&) const {}
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void CGunMotion::ReturnToDefault(CStateManager& mgr) {
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x4c_gunController.ReturnToDefault(mgr, 0.f);
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}
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void CGunMotion::GetFreeLookSetId() const {}
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void CGunMotion::BasePosition(bool bigStrikeReset) {}
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void CGunMotion::EnterFidget(CStateManager&, SamusGun::EFidgetType, int) {}
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void CGunMotion::LoadAnimations() {}
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