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Add CPlayerGun::PreRender/CPlayerGun::AddToRenderer
Former-commit-id: 6d2ab5775d
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@@ -5,6 +5,7 @@
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#include "types.h"
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#include "MetroidPrime/Player/CPlayerState.hpp"
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#include "MetroidPrime/Weapons/WeaponCommon.hpp"
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#include "MetroidPrime/Weapons/WeaponTypes.hpp"
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#include "Kyoto/Math/CVector3f.hpp"
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@@ -59,6 +60,29 @@ public:
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kFFT_Thawed,
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};
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// Virtual Methods
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virtual void Reset(CStateManager& mgr);
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virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
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virtual void PreRenderGunFx(const CStateManager& mgr, const CTransform4f& xf);
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virtual void PostRenderGunFx(const CStateManager& mgr, const CTransform4f& xf);
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virtual void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const CTransform4f& xf);
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virtual void Fire(bool underwater, float dt, EChargeState chargeState, const CTransform4f& xf, CStateManager& mgr,
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TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
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virtual void EnableFx(bool enable);
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virtual void EnableSecondaryFx(ESecondaryFxType type);
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virtual void Draw(bool drawSuitArm, const CStateManager& mgr, const CTransform4f& xf, const CModelFlags& flags,
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const CActorLights* lights);
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virtual void DrawMuzzleFx(const CStateManager& mgr) const;
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virtual void Update(float dt, CStateManager& mgr);
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virtual void Load(CStateManager& mgr, bool subtypeBasePose);
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virtual void Unload(CStateManager& mgr);
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virtual bool IsLoaded() const;
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rstl::optional_object< CModelData >& SolidModelData() { return x10_solidModelData; }
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CAABox GetBounds() const;
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CAABox GetBounds(const CTransform4f& xf) const;
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private:
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// x0 is vtable
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CVector3f x4_scale;
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