mirror of https://github.com/PrimeDecomp/prime.git
Add all methods declarations to CPlayerGun
Former-commit-id: fa1c86c129
This commit is contained in:
parent
758feb2c59
commit
29b79186db
|
@ -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);
|
||||
|
||||
|
|
|
@ -87,6 +87,7 @@ public:
|
|||
kBI_Phazon,
|
||||
kBI_Phazon2 = 27,
|
||||
};
|
||||
enum EChargeStage { kCS_Normal, kCS_Charged };
|
||||
|
||||
CPlayerState();
|
||||
explicit CPlayerState(CInputStream& stream);
|
||||
|
|
|
@ -66,7 +66,7 @@ public:
|
|||
virtual void PreRenderGunFx(const CStateManager& mgr, const CTransform4f& xf);
|
||||
virtual void PostRenderGunFx(const CStateManager& mgr, const CTransform4f& xf);
|
||||
virtual void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const CTransform4f& xf);
|
||||
virtual void Fire(bool underwater, float dt, EChargeState chargeState, const CTransform4f& xf, CStateManager& mgr,
|
||||
virtual void Fire(bool underwater, float dt, CPlayerState::EChargeStage chargeState, const CTransform4f& xf, CStateManager& mgr,
|
||||
TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
|
||||
virtual void EnableFx(bool enable);
|
||||
virtual void EnableSecondaryFx(ESecondaryFxType type);
|
||||
|
|
|
@ -3,9 +3,9 @@
|
|||
#include "MetroidPrime/CAnimData.hpp"
|
||||
#include "MetroidPrime/CAnimRes.hpp"
|
||||
#include "MetroidPrime/CRainSplashGenerator.hpp"
|
||||
#include "MetroidPrime/CWorldShadow.hpp"
|
||||
#include "MetroidPrime/CStateManager.hpp"
|
||||
#include "MetroidPrime/CWorld.hpp"
|
||||
#include "MetroidPrime/CWorldShadow.hpp"
|
||||
#include "MetroidPrime/Player/CGrappleArm.hpp"
|
||||
#include "MetroidPrime/Tweaks/CTweakGunRes.hpp"
|
||||
#include "MetroidPrime/Tweaks/CTweakPlayerGun.hpp"
|
||||
|
@ -18,8 +18,8 @@
|
|||
#include "MetroidPrime/Weapons/GunController/CGunMotion.hpp"
|
||||
#include "MetroidPrime/Weapons/WeaponTypes.hpp"
|
||||
|
||||
#include "Kyoto/Math/CMath.hpp"
|
||||
#include "Kyoto/Graphics/CModelFlags.hpp"
|
||||
#include "Kyoto/Math/CMath.hpp"
|
||||
#include "Kyoto/Particles/CElementGen.hpp"
|
||||
|
||||
#include "Collision/CMaterialFilter.hpp"
|
||||
|
@ -288,7 +288,8 @@ void CPlayerGun::AddToRenderer(const CFrustumPlanes& frustum, const CStateManage
|
|||
model->RenderParticles(frustum);
|
||||
}
|
||||
|
||||
void CPlayerGun::PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, const CVector3f& camPos) {
|
||||
void CPlayerGun::PreRender(CStateManager& mgr, const CFrustumPlanes& frustum,
|
||||
const CVector3f& camPos) {
|
||||
const CPlayerState& playerState = *mgr.GetPlayerState();
|
||||
if (playerState.GetCurrentVisor() == CPlayerState::kPV_Scan)
|
||||
return;
|
||||
|
@ -296,7 +297,8 @@ void CPlayerGun::PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, co
|
|||
CPlayerState::EPlayerVisor activeVisor = playerState.GetActiveVisor(mgr);
|
||||
switch (activeVisor) {
|
||||
case CPlayerState::kPV_Thermal:
|
||||
float rgb = CMath::Clamp(0.6f, 0.5f * x380_shotSmokeTimer + 0.6f - x378_shotSmokeStartTimer, 1.f);
|
||||
float rgb =
|
||||
CMath::Clamp(0.6f, 0.5f * x380_shotSmokeTimer + 0.6f - x378_shotSmokeStartTimer, 1.f);
|
||||
x0_lights.BuildConstantAmbientLighting(CColor(rgb, rgb, rgb, 1.f));
|
||||
break;
|
||||
|
||||
|
@ -310,8 +312,8 @@ void CPlayerGun::PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, co
|
|||
x0_lights.BuildDynamicLightList(mgr, aabb);
|
||||
if (x0_lights.HasShadowLight()) {
|
||||
if (x72c_currentBeam->IsLoaded()) {
|
||||
x82c_shadow->BuildLightShadowTexture(mgr, mgr.GetNextAreaId(), x0_lights.GetShadowLightIndex(), aabb, true,
|
||||
false);
|
||||
x82c_shadow->BuildLightShadowTexture(mgr, mgr.GetNextAreaId(),
|
||||
x0_lights.GetShadowLightIndex(), aabb, true, false);
|
||||
}
|
||||
} else {
|
||||
x82c_shadow->ResetBlur();
|
||||
|
@ -325,9 +327,160 @@ void CPlayerGun::PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, co
|
|||
if (x740_grappleArm->GetActive())
|
||||
x740_grappleArm->PreRender(mgr, frustum, camPos);
|
||||
|
||||
if (x678_morph.GetGunState() != CGunMorph::kGS_OutWipeDone || activeVisor == CPlayerState::kPV_XRay)
|
||||
if (x678_morph.GetGunState() != CGunMorph::kGS_OutWipeDone ||
|
||||
activeVisor == CPlayerState::kPV_XRay)
|
||||
x6e0_rightHandModel.AnimationData()->PreRender();
|
||||
|
||||
if (x833_28_phazonBeamActive)
|
||||
gpRender->AllocatePhazonSuitMaskTexture();
|
||||
}
|
||||
|
||||
void CPlayerGun::TouchModel(const CStateManager&) const {}
|
||||
|
||||
CVector3f CPlayerGun::ConvertToScreenSpace(const CVector3f& pos, const CGameCamera&) const {
|
||||
return pos;
|
||||
}
|
||||
|
||||
void CPlayerGun::DrawArm(const CStateManager&, const CVector3f&, const CModelFlags&) const {}
|
||||
|
||||
void CPlayerGun::Render(const CStateManager&, const CVector3f&, const CModelFlags&) const {}
|
||||
|
||||
void CPlayerGun::GetLctrWithShake(CTransform4f& xfOut, const CModelData&, const rstl::string&, bool,
|
||||
bool) {}
|
||||
|
||||
void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool) {}
|
||||
|
||||
void CPlayerGun::Update(float, float, float, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::ProcessInput(const CFinalInput&, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::ProcessChargeState(int, int, CStateManager&, float) {}
|
||||
|
||||
void CPlayerGun::ResetNormal(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::ResetCharged(float, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::ProcessNormalState(int, int, CStateManager&, float) {}
|
||||
|
||||
bool CPlayerGun::ExitMissile() { return false; }
|
||||
|
||||
void CPlayerGun::UpdateNormalShotCycle(float, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::FireSecondary(float, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::DropBomb(CPlayerGun::EBWeapon, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::ActivateCombo(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::EnableChargeFx(CPlayerState::EChargeStage, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::UpdateChargeState(float, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::Reset(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::ResetCharge(CStateManager&, bool) {}
|
||||
|
||||
void CPlayerGun::ResetBeamParams(CStateManager&, const CPlayerState&, bool) {}
|
||||
|
||||
void CPlayerGun::ChangeWeapon(const CPlayerState&, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::StartPhazonBeamTransition(bool, CStateManager&, CPlayerState&) {}
|
||||
|
||||
void CPlayerGun::HandleWeaponChange(const CFinalInput&, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::HandleBeamChange(const CFinalInput&, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::SetPhazonBeamMorph(bool) {}
|
||||
|
||||
void CPlayerGun::HandlePhazonBeamChange(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::InitBeamData() {}
|
||||
|
||||
void CPlayerGun::InitBombData() {}
|
||||
|
||||
void CPlayerGun::InitMuzzleData() {}
|
||||
|
||||
void CPlayerGun::InitCTData() {}
|
||||
|
||||
float CPlayerGun::GetBeamVelocity() const { return 0.0f; }
|
||||
|
||||
TUniqueId CPlayerGun::GetTargetId(CStateManager&) { return TUniqueId(0, 0); }
|
||||
|
||||
CPlayerGun::CGunMorph::CGunMorph(float gunTransformTime, float holoHoldTime)
|
||||
: x4_gunTransformTime(gunTransformTime), x10_holoHoldTime(fabs(holoHoldTime)) {}
|
||||
|
||||
void CPlayerGun::CGunMorph::StartWipe(CPlayerGun::CGunMorph::EDir) {}
|
||||
|
||||
CPlayerGun::CGunMorph::EMorphEvent CPlayerGun::CGunMorph::Update(float, float, float) {
|
||||
return kME_None;
|
||||
}
|
||||
|
||||
void CPlayerGun::UpdateWeaponFire(float, CPlayerState&, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::ResetIdle(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::UpdateGunIdle(bool, float, float, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::CMotionState::Update(bool, float, CTransform4f&, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::DamageRumble(const CVector3f&, const CStateManager&) {}
|
||||
|
||||
void CPlayerGun::TakeDamage(bool, bool, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::StopChargeSound(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::CancelFiring(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::StopContinuousBeam(CStateManager&, bool) {}
|
||||
|
||||
void CPlayerGun::RenderEnergyDrainEffects(const CStateManager&) const {}
|
||||
|
||||
void CPlayerGun::DoUserAnimEvents(float, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::DoUserAnimEvent(float, CStateManager&, const CInt32POINode&, EUserEventType) {}
|
||||
|
||||
void CPlayerGun::CancelCharge(CStateManager&, bool) {}
|
||||
|
||||
void CPlayerGun::EnterFreeLook(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::EnterFidget(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::UpdateLeftArmTransform(const CModelData&, const CStateManager&) {}
|
||||
|
||||
void CPlayerGun::ReturnArmAndGunToDefault(CStateManager&, bool) {}
|
||||
|
||||
void CPlayerGun::UpdateAuxWeapons(float, const CTransform4f&, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::CancelLockOn() {}
|
||||
|
||||
void CPlayerGun::CreateGunLight(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::DeleteGunLight(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::UpdateGunLight(const CTransform4f&, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::SetGunLightActive(bool, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::LoadHandAnimTokens() {}
|
||||
|
||||
void CPlayerGun::ProcessPhazonGunMorph(float, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::ProcessGunMorph(float, CStateManager&) {}
|
||||
|
||||
void CPlayerGun::AsyncLoadFidget(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::UnLoadFidget() {}
|
||||
|
||||
void CPlayerGun::IsFidgetLoaded() {}
|
||||
|
||||
void CPlayerGun::SetFidgetAnimBits(int, bool) {}
|
||||
|
||||
void CPlayerGun::AsyncLoadSuit(CStateManager&) {}
|
||||
|
||||
void CPlayerGun::ReturnToRestPose() {}
|
||||
|
||||
void CPlayerGun::DropPowerBomb(CStateManager&) const {}
|
||||
|
||||
void CPlayerGun::SetPhazonBeamFeedback(bool) {}
|
||||
|
|
Loading…
Reference in New Issue