Add all methods declarations to CPlayerGun

Former-commit-id: fa1c86c129
This commit is contained in:
Henrique Gemignani Passos Lima
2022-10-06 15:34:36 +03:00
parent 758feb2c59
commit 29b79186db
4 changed files with 233 additions and 14 deletions

View File

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