mirror of https://github.com/PrimeDecomp/prime.git
Match CGunMotion::Draw/GetFreeLookSetId
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@ -0,0 +1,30 @@
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#ifndef _CGSFREELOOK_HPP
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#define _CGSFREELOOK_HPP
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#include "types.h"
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class CAnimData;
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class CStateManager;
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class CGSFreeLook {
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float x0_delay;
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int x4_cueAnimId;
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int x8_loopState; // In, loop, out
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int xc_gunId;
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int x10_setId;
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bool x14_idle;
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public:
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CGSFreeLook();
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int GetSetId() const { return x10_setId; }
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void SetLoopState(int l) { x8_loopState = l; }
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int GetLoopState() const { return x8_loopState; }
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void SetIdle(bool l) { x14_idle = l; }
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int GetGunId() const { return xc_gunId; }
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bool Update(CAnimData& data, float dt, CStateManager& mgr);
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int SetAnim(CAnimData& data, int gunId, int setId, int loopState, CStateManager& mgr, float delay);
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};
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CHECK_SIZEOF(CGSFreeLook, 0x18)
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#endif // _CGSFREELOOK_HPP
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@ -3,6 +3,8 @@
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#include "types.h"
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#include "types.h"
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#include "MetroidPrime/Weapons/GunController/CGSFreeLook.hpp"
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class CModelData;
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class CModelData;
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enum EGunState {
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enum EGunState {
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@ -20,10 +22,10 @@ class CStateManager;
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class CGunController {
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class CGunController {
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CModelData& x0_modelData;
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CModelData& x0_modelData;
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// CGSFreeLook x4_freeLook;
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CGSFreeLook x4_freeLook;
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// CGSComboFire x1c_comboFire;
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// CGSComboFire x1c_comboFire;
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// CGSFidget x30_fidget;
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// CGSFidget x30_fidget;
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u8 x4_pad[0x4C];
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u8 x1c_pad[0x34];
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EGunState x50_gunState;
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EGunState x50_gunState;
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int x54_curAnimId;
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int x54_curAnimId;
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bool x58_24_animDone : 1;
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bool x58_24_animDone : 1;
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@ -43,6 +45,9 @@ public:
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void ReturnToDefault(CStateManager&, float);
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void ReturnToDefault(CStateManager&, float);
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void Reset();
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void Reset();
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void ReturnToBasePosition(CStateManager&);
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void ReturnToBasePosition(CStateManager&);
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int GetFreeLookSetId() const { return x4_freeLook.GetSetId(); }
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};
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};
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CHECK_SIZEOF(CGunController, 0x5C)
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CHECK_SIZEOF(CGunController, 0x5C)
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@ -38,7 +38,7 @@ public:
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void Update(float, CStateManager&);
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void Update(float, CStateManager&);
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void Draw(const CStateManager&, const CTransform4f&) const;
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void Draw(const CStateManager&, const CTransform4f&) const;
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void ReturnToDefault(CStateManager& mgr);
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void ReturnToDefault(CStateManager& mgr);
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void GetFreeLookSetId() const;
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int GetFreeLookSetId() const;
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void BasePosition(bool bigStrikeReset);
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void BasePosition(bool bigStrikeReset);
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void EnterFidget(CStateManager&, SamusGun::EFidgetType, int);
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void EnterFidget(CStateManager&, SamusGun::EFidgetType, int);
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void LoadAnimations();
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void LoadAnimations();
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@ -0,0 +1,4 @@
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#include "MetroidPrime/Weapons/GunController/CGSFreeLook.hpp"
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CGSFreeLook::CGSFreeLook()
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: x0_delay(0.f), x4_cueAnimId(-1), x8_loopState(-1), xc_gunId(0), x10_setId(-1), x14_idle(false) {}
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@ -1,12 +1,12 @@
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#include "MetroidPrime/Weapons/GunController/CGunMotion.hpp"
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#include "MetroidPrime/Weapons/GunController/CGunMotion.hpp"
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#include "MetroidPrime/CAnimRes.hpp"
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#include "MetroidPrime/CAnimData.hpp"
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#include "MetroidPrime/CAnimData.hpp"
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#include "MetroidPrime/CAnimRes.hpp"
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#include "MetroidPrime/CStateManager.hpp"
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#include "MetroidPrime/CStateManager.hpp"
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#include "Kyoto/Animation/CPASDatabase.hpp"
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#include "Kyoto/Animation/CPASAnimParmData.hpp"
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#include "Kyoto/Animation/CPASAnimParmData.hpp"
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#include "Kyoto/Animation/CPASDatabase.hpp"
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#include "Kyoto/Graphics/CModelFlags.hpp"
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CGunMotion::CGunMotion(CAssetId ancsId, const CVector3f& scale)
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CGunMotion::CGunMotion(CAssetId ancsId, const CVector3f& scale)
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: x0_modelData(CAnimRes(ancsId, 0, scale, 0, false))
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: x0_modelData(CAnimRes(ancsId, 0, scale, 0, false))
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@ -25,13 +25,13 @@ bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr
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switch (state) {
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switch (state) {
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case SamusGun::kAS_Wander: {
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case SamusGun::kAS_Wander: {
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CPASAnimParmData parms((pas::EAnimationState(state)));
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CPASAnimParmData parms((pas::EAnimationState(state)));
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rstl::pair<float, int> anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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rstl::pair< float, int > anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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animId = anim.second;
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animId = anim.second;
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break;
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break;
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}
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}
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case SamusGun::kAS_Idle: {
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case SamusGun::kAS_Idle: {
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CPASAnimParmData parms(pas::EAnimationState(state), CPASAnimParm::FromEnum(0));
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CPASAnimParmData parms(pas::EAnimationState(state), CPASAnimParm::FromEnum(0));
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rstl::pair<float, int> anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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rstl::pair< float, int > anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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animId = anim.second;
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animId = anim.second;
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break;
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break;
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}
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}
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@ -39,7 +39,7 @@ bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr
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CPASAnimParmData parms(pas::EAnimationState(state), CPASAnimParm::FromInt32(0),
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CPASAnimParmData parms(pas::EAnimationState(state), CPASAnimParm::FromInt32(0),
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CPASAnimParm::FromReal32(angle), CPASAnimParm::FromBool(bigStrike),
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CPASAnimParm::FromReal32(angle), CPASAnimParm::FromBool(bigStrike),
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CPASAnimParm::FromBool(false));
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CPASAnimParm::FromBool(false));
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rstl::pair<float, int> anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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rstl::pair< float, int > anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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animId = anim.second;
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animId = anim.second;
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loop = false;
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loop = false;
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break;
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break;
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@ -71,13 +71,17 @@ void CGunMotion::Update(float dt, CStateManager& mgr) {
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}
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}
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}
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}
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void CGunMotion::Draw(const CStateManager&, const CTransform4f&) const {}
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void CGunMotion::Draw(const CStateManager& mgr, const CTransform4f& xf) const {
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x0_modelData.Render(mgr, xf, nullptr, CModelFlags::Normal());
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}
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void CGunMotion::ReturnToDefault(CStateManager& mgr) {
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void CGunMotion::ReturnToDefault(CStateManager& mgr) {
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x4c_gunController.ReturnToDefault(mgr, 0.f);
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x4c_gunController.ReturnToDefault(mgr, 0.f);
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}
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}
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void CGunMotion::GetFreeLookSetId() const {}
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int CGunMotion::GetFreeLookSetId() const {
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return x4c_gunController.GetFreeLookSetId();
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}
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void CGunMotion::BasePosition(bool bigStrikeReset) {}
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void CGunMotion::BasePosition(bool bigStrikeReset) {}
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