mirror of https://github.com/PrimeDecomp/prime.git
parent
6bfb08fd07
commit
01c1b77b2e
|
@ -122,7 +122,7 @@ public:
|
|||
// SetPoseValid__9CAnimDataFb
|
||||
|
||||
s16 GetDefaultAnimation() const { return x208_defaultAnim; }
|
||||
// GetCharacterInfo__9CAnimDataCFv
|
||||
const CCharacterInfo& GetCharacterInfo() const { return xc_charInfo; }
|
||||
// GetCharLayoutInfo__9CAnimDataCFv
|
||||
// GetDeltaRotation__9CAnimDataCFv
|
||||
// GetDeltaOffset__9CAnimDataCFv
|
||||
|
|
|
@ -22,6 +22,8 @@ public:
|
|||
rstl::vector< CAssetId > x20_elsc;
|
||||
rstl::vector< CAssetId > x30_elsc;
|
||||
};
|
||||
|
||||
const CPASDatabase& GetPASDatabase() const { return x30_pasDatabase; }
|
||||
|
||||
private:
|
||||
u16 x0_tableCount;
|
||||
|
|
|
@ -4,6 +4,7 @@
|
|||
#include "types.h"
|
||||
|
||||
#include "rstl/vector.hpp"
|
||||
#include "rstl/reserved_vector.hpp"
|
||||
|
||||
namespace pas {
|
||||
enum EAnimationState {
|
||||
|
|
|
@ -6,11 +6,18 @@
|
|||
#include "MetroidPrime/CPASAnimState.hpp"
|
||||
|
||||
#include "rstl/vector.hpp"
|
||||
#include "rstl/pair.hpp"
|
||||
|
||||
class CPASAnimParmData;
|
||||
class CRandom16;
|
||||
|
||||
class CPASDatabase {
|
||||
private:
|
||||
rstl::vector< CPASAnimState > x0_states;
|
||||
int x10_defaultState;
|
||||
|
||||
public:
|
||||
rstl::pair<float, int> FindBestAnimation(const CPASAnimParmData&, CRandom16&, int) const;
|
||||
};
|
||||
CHECK_SIZEOF(CPASDatabase, 0x14)
|
||||
|
||||
|
|
|
@ -31,6 +31,7 @@ class CGunController {
|
|||
|
||||
public:
|
||||
explicit CGunController(CModelData& modelData);
|
||||
~CGunController();
|
||||
|
||||
void EnterFreeLook(CStateManager&, int, int);
|
||||
void EnterComboFire(CStateManager&, int);
|
||||
|
@ -43,5 +44,6 @@ public:
|
|||
void Reset();
|
||||
void ReturnToBasePosition(CStateManager&);
|
||||
};
|
||||
CHECK_SIZEOF(CGunController, 0x5C)
|
||||
|
||||
#endif // _CGUNCONTROLLER_HPP
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#define _CGUNMOTION_HPP
|
||||
|
||||
#include "MetroidPrime/CModelData.hpp"
|
||||
#include "MetroidPrime/Weapons/GunController/CGunController.hpp"
|
||||
|
||||
#include "Kyoto/CToken.hpp"
|
||||
#include "Kyoto/CObjectReference.hpp"
|
||||
|
@ -34,8 +35,13 @@ public:
|
|||
~CGunMotion();
|
||||
|
||||
bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike);
|
||||
void Update(float, CStateManager&);
|
||||
void Draw(const CStateManager&, const CTransform4f&) const;
|
||||
void ReturnToDefault(CStateManager& mgr);
|
||||
void GetFreeLookSetId() const;
|
||||
void BasePosition(bool bigStrikeReset);
|
||||
void ReturnToDefault(CStateManager& mgr, bool setState);
|
||||
void EnterFidget(CStateManager&, SamusGun::EFidgetType, int);
|
||||
void LoadAnimations();
|
||||
|
||||
CModelData& GetModelData() { return x0_modelData; }
|
||||
const CModelData& GetModelData() const { return x0_modelData; }
|
||||
|
@ -43,7 +49,7 @@ public:
|
|||
|
||||
private:
|
||||
CModelData x0_modelData;
|
||||
u8 x4c_pad[0x5C];
|
||||
CGunController x4c_gunController;
|
||||
rstl::vector<CToken> xa8_anims;
|
||||
bool xb8_24_animPlaying : 1;
|
||||
};
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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() {}
|
||||
|
|
Loading…
Reference in New Issue