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Add CBeamProjectile.hpp
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#ifndef _CBEAMPROJECTILE
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#define _CBEAMPROJECTILE
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#include "types.h"
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#include "MetroidPrime/Weapons/CGameProjectile.hpp"
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#include "rstl/reserved_vector.hpp"
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class CBeamProjectile : public CGameProjectile {
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public:
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enum EDamageType {
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kDT_None,
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kDT_Actor,
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kDT_World,
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};
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virtual void UpdateFx(const CTransform4f&, float, CStateManager&);
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virtual void ResetBeam(CStateManager&, bool);
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virtual void Fire(const CTransform4f&, CStateManager&, bool) = 0;
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private:
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int x2e8_intMaxLength;
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float x2ec_maxLength;
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float x2f0_invMaxLength;
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float x2f4_beamRadius;
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EDamageType x2f8_damageType;
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TUniqueId x2fc_;
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TUniqueId x2fe_collisionActorId;
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float x300_intBeamLength;
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float x304_beamLength;
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float x308_travelSpeed;
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CVector3f x30c_collisionNormal;
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CVector3f x318_collisionPoint;
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CTransform4f x324_xf;
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CAABox x354_;
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CAABox x36c_;
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rstl::reserved_vector< CVector3f, 10 > x384_;
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rstl::reserved_vector< CVector3f, 8 > x400_pointCache;
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bool x464_24_growingBeam : 1;
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bool x464_25_enableTouchDamage : 1;
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};
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CHECK_SIZEOF(CBeamProjectile, 0x468)
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#endif // _CBEAMPROJECTILE
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