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CPlayer progress
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@@ -59,6 +59,7 @@ class CPlayer : public CPhysicsActor, public TOneStatic< CPlayer > {
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bool x28_affectsThermal;
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public:
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CVisorSteam();
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CVisorSteam(float targetAlpha, float alphaInDur, float alphaOutDur, CAssetId tex);
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// : x0_curTargetAlpha(targetAlpha)
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// , x4_curAlphaInDur(alphaInDur)
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@@ -237,7 +238,6 @@ public:
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void ForceGunOrientation(const CTransform4f& xf, CStateManager& mgr);
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void Update(float dt, CStateManager& mgr);
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void UpdateMorphBallTransition(float dt, CStateManager& mgr);
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void ApplySubmergedPitchBend(CSfxHandle sfx);
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void UpdateAimTarget(CStateManager& mgr);
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void UpdateAimTargetTimer(float dt);
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void UpdateOrbitModeTimer(float dt);
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@@ -245,9 +245,21 @@ public:
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void UpdateGunAlpha();
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void UpdateVisorTransition(float dt, CStateManager& mgr);
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void UpdatePlayerSounds(float dt);
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bool ShouldSampleFailsafe(CStateManager& mgr);
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bool ShouldSampleFailsafe(CStateManager& mgr) const;
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bool IsEnergyLow(CStateManager& mgr);
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bool StartSamusVoiceSfx(ushort sfx, short vol, int prio);
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void UpdateVisorState(const CFinalInput& input, float dt, CStateManager& mgr);
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void UpdateCrosshairsState(const CFinalInput& input);
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ushort GetMaterialSoundUnderPlayer(CStateManager& mgr, const ushort* table, int length,
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ushort defId);
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void UpdateFootstepSounds(const CFinalInput& input, CStateManager& mgr, float dt);
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float JumpInput(const CFinalInput& input, CStateManager& mgr);
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float TurnInput(const CFinalInput& input) const;
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float StrafeInput(const CFinalInput& input) const;
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float ForwardInput(const CFinalInput& input, float turnInput) const;
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float GetActualFirstPersonMaxVelocity(float dt) const;
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const CScriptWater* GetVisorRunoffEffect(const CStateManager& mgr) const;
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void SetMorphBallState(EPlayerMorphBallState state, CStateManager& mgr);
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CPlayerGun* PlayerGun() { return x490_gun.get(); }
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const CPlayerGun* GetPlayerGun() const { return x490_gun.get(); }
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@@ -276,6 +288,8 @@ public:
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NPlayer::EPlayerMovementState GetPlayerMovementState() const { return x258_movementState; }
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const CVector3f& GetAssistedTargetAim() const { return x480_assistedTargetAim; }
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bool IsInsideFluid() const { return x9c4_31_inWaterMovement; }
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void Teleport(const CTransform4f& xf, CStateManager& mgr, bool resetBallCam);
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void SetSpawnedMorphBallState(EPlayerMorphBallState state, CStateManager& mgr);
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const CVisorSteam& GetVisorSteam() const { return x7a0_visorSteam; }
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@@ -293,6 +307,9 @@ public:
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// void DeactivatePlayerHint(TUniqueId id, CStateManager& mgr);
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// void UpdatePlayerHints(CStateManager& mgr);
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static int SfxIdFromMaterial(const CMaterialList& mat, const ushort* idList, int tableLen,
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ushort defId);
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private:
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NPlayer::EPlayerMovementState x258_movementState;
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rstl::vector< CToken > x25c_ballTransitionsRes;
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