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Add all methods declarations to CPlayerGun
Former-commit-id: fa1c86c129
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@@ -3,17 +3,20 @@
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#include "types.h"
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#include "MetroidPrime/CActor.hpp"
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#include "MetroidPrime/CActorLights.hpp"
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#include "MetroidPrime/CModelData.hpp"
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#include "MetroidPrime/Player/CFidget.hpp"
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#include "MetroidPrime/Player/CPlayerCameraBob.hpp"
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#include "MetroidPrime/Player/CPlayerState.hpp"
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#include "MetroidPrime/Weapons/WeaponCommon.hpp"
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#include "Kyoto/TOneStatic.hpp"
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#include "Kyoto/Audio/CSfxHandle.hpp"
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#include "Kyoto/Math/CAABox.hpp"
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#include "Kyoto/Math/CTransform4f.hpp"
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#include "Kyoto/TOneStatic.hpp"
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#include "rstl/string.hpp"
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#include "rstl/pair.hpp"
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#include "rstl/reserved_vector.hpp"
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#include "rstl/single_ptr.hpp"
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@@ -39,6 +42,9 @@ class CPhazonBeam;
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class CElementGen;
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class CWorldShadow;
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class CGenDescription;
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class CFinalInput;
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class CGameCamera;
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class CPlayerGun;
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class CPlayerGun : public TOneStatic< CPlayerGun > {
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@@ -97,12 +103,74 @@ public:
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void AddToRenderer(const CFrustumPlanes& frustum, const CStateManager& mgr) const;
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void PreRender(CStateManager&, const CFrustumPlanes&, const CVector3f&);
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void TouchModel(const CStateManager&) const;
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CVector3f ConvertToScreenSpace(const CVector3f& pos, const CGameCamera&) const;
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void DrawArm(const CStateManager&, const CVector3f&, const CModelFlags&) const;
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void Render(const CStateManager&, const CVector3f&, const CModelFlags&) const;
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void GetLctrWithShake(CTransform4f& xfOut, const CModelData&, const rstl::string&, bool, bool);
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void PlayAnim(NWeaponTypes::EGunAnimType type, bool);
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void Update(float, float, float, CStateManager&);
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void ProcessInput(const CFinalInput&, CStateManager&);
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void ProcessChargeState(int, int, CStateManager&, float);
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void ResetNormal(CStateManager&);
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void ResetCharged(float, CStateManager&);
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void ProcessNormalState(int, int, CStateManager&, float);
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bool ExitMissile();
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void UpdateNormalShotCycle(float, CStateManager&);
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void FireSecondary(float, CStateManager&);
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void DropBomb(CPlayerGun::EBWeapon, CStateManager&);
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void ActivateCombo(CStateManager&);
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void EnableChargeFx(CPlayerState::EChargeStage, CStateManager&);
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void UpdateChargeState(float, CStateManager&);
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void Reset(CStateManager&);
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void ResetCharge(CStateManager&, bool);
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void ResetBeamParams(CStateManager&, const CPlayerState&, bool);
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void ChangeWeapon(const CPlayerState&, CStateManager&);
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void StartPhazonBeamTransition(bool, CStateManager&, CPlayerState&);
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void HandleWeaponChange(const CFinalInput&, CStateManager&);
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void HandleBeamChange(const CFinalInput&, CStateManager&);
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void SetPhazonBeamMorph(bool);
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void HandlePhazonBeamChange(CStateManager&);
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void InitBeamData();
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void InitBombData();
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void InitMuzzleData();
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void InitCTData();
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float GetBeamVelocity() const;
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TUniqueId GetTargetId(CStateManager&);
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void UpdateWeaponFire(float, CPlayerState&, CStateManager&);
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void ResetIdle(CStateManager&);
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void UpdateGunIdle(bool, float, float, CStateManager&);
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void DamageRumble(const CVector3f&, const CStateManager&);
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void TakeDamage(bool, bool, CStateManager&);
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void StopChargeSound(CStateManager&);
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void CancelFiring(CStateManager&);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void StopContinuousBeam(CStateManager&, bool);
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void RenderEnergyDrainEffects(const CStateManager&) const;
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void DoUserAnimEvents(float, CStateManager&);
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void DoUserAnimEvent(float, CStateManager&, const CInt32POINode&, EUserEventType);
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void CancelCharge(CStateManager&, bool);
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void EnterFreeLook(CStateManager&);
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void EnterFidget(CStateManager&);
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void UpdateLeftArmTransform(const CModelData&, const CStateManager&);
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void ReturnArmAndGunToDefault(CStateManager&, bool);
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void UpdateAuxWeapons(float, const CTransform4f&, CStateManager&);
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void CancelLockOn();
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void CreateGunLight(CStateManager&);
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void DeleteGunLight(CStateManager&);
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void UpdateGunLight(const CTransform4f&, CStateManager&);
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void SetGunLightActive(bool, CStateManager&);
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void LoadHandAnimTokens();
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void ProcessPhazonGunMorph(float, CStateManager&);
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void ProcessGunMorph(float, CStateManager&);
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void AsyncLoadFidget(CStateManager&);
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void UnLoadFidget();
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void IsFidgetLoaded();
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void SetFidgetAnimBits(int, bool);
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void AsyncLoadSuit(CStateManager&);
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void ReturnToRestPose();
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void DropPowerBomb(CStateManager&) const;
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void SetPhazonBeamFeedback(bool);
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bool IsCharging() const { return x834_24_charging; }
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float GetChargeBeamFactor() const { return x834_24_charging ? x340_chargeBeamFactor : 0.f; }
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@@ -130,9 +198,6 @@ private:
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};
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CGunMorph(float gunTransformTime, float holoHoldTime);
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// CGunMorph(float gunTransformTime, float holoHoldTime)
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// : x4_gunTransformTime(gunTransformTime), x10_holoHoldTime(fabs(holoHoldTime)) {}
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EMorphEvent Update(float inY, float outY, float dt);
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void StartWipe(EDir dir);
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