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https://github.com/PrimeDecomp/prime.git
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All CPlayer implemented (w/ some nonmatchings)
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@@ -10,7 +10,6 @@
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#include "MetroidPrime/Player/CPlayerState.hpp"
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#include "Kyoto/TReservedAverage.hpp"
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#include "Kyoto/Math/CRelAngle.hpp"
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#include "rstl/auto_ptr.hpp"
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#include "rstl/vector.hpp"
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@@ -67,6 +66,7 @@ class CPlayer : public CPhysicsActor, public TOneStatic< CPlayer > {
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};
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CPlayerStuckTracker();
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~CPlayerStuckTracker();
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void AddState(EPlayerState, const CVector3f&, const CVector3f&, const CVector2f&);
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bool IsPlayerStuck();
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void ResetStats();
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@@ -168,7 +168,7 @@ public:
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const CMaterialList& ml);
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// CEntity
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~CPlayer() override;
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// ~CPlayer() override;
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void Accept(IVisitor& visitor) override;
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void PreThink(float dt, CStateManager& mgr) override;
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void Think(float dt, CStateManager& mgr) override;
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@@ -215,8 +215,8 @@ public:
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void SetHudDisable(float staticTimer, float outSpeed = skDefaultHudFadeOutSpeed,
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float inSpeed = skDefaultHudFadeInSpeed);
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void IncrementPhazon();
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void DecrementPhazon();
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void IncrementEnvironmentDamage(); // name?
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void DecrementEnvironmentDamage(); // name?
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// GetMovementDirection2D__7CPlayerCFv ??
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void SetOrbitTargetId(TUniqueId id, CStateManager& mgr);
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void TryToBreakOrbit(TUniqueId id, EOrbitBrokenType type, CStateManager& mgr);
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@@ -256,8 +256,8 @@ public:
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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) 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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bool IsEnergyLow(const CStateManager& mgr) const;
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const 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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@@ -314,6 +314,34 @@ public:
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CVector3f CalculateLeftStickEdgePosition(float strafeInput, float forwardInput) const;
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bool AttachActorToPlayer(TUniqueId id, bool disableGun);
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void DetachActorFromPlayer();
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void RenderReflectedPlayer(CStateManager& mgr);
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bool HasTransitionBeamModel() const;
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void RenderGun(const CStateManager& mgr, const CVector3f& pos) const;
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bool GetCombatMode() const;
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bool GetExplorationMode() const;
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void SetScanningState(EPlayerScanState state, CStateManager& mgr);
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void UpdateSlideShowUnlocking(CStateManager& mgr); // name?
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bool ValidateScanning(const CFinalInput& input, CStateManager& mgr) const;
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float GetTransitionAlpha(const CVector3f& camPos, float zNear) const;
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void TakeDamage(bool significant, const CVector3f& location, float damage, EWeaponType type,
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CStateManager& mgr);
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bool WasDamaged() const;
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CVector3f GetDamageLocationWR() const;
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float GetPrevDamageAmount() const;
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float GetDamageAmount() const;
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bool ObjectInScanningRange(TUniqueId id, const CStateManager& mgr);
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void AsyncLoadSuit(CStateManager& mgr);
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bool IsPlayerDeadEnough() const;
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void SetControlDirectionInterpolation(float time);
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void ResetControlDirectionInterpolation();
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void DoThink(float dt, CStateManager& mgr); // name?
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void DoPreThink(float dt, CStateManager& mgr); // name?
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void SetPlayerHitWallDuringMove();
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void DoPostCameraStuff(float dt, CStateManager& mgr); // name?
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float UpdateCameraBob(float dt, CStateManager& mgr);
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void UpdateOrbitTarget(CStateManager& mgr);
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void UpdateOrbitOrientation(CStateManager& mgr);
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bool IsTransparent() const;
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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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@@ -356,7 +384,7 @@ public:
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float GetAverageSpeed() const;
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float GetGravity() const;
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float GetAttachedActorStruggle() const { return xa28_attachedActorStruggle; }
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float GetAttachedActorStruggle() const;
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void SetAttachedActorStruggle(float struggle) { xa28_attachedActorStruggle = struggle; }
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// PlayerHint
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@@ -557,7 +585,7 @@ private:
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float xa04_preThinkDt;
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CAssetId xa08_steamTextureId;
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CAssetId xa0c_iceTextureId;
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uint xa10_envDmgCounter;
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int xa10_envDmgCounter;
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float xa14_envDmgCameraShakeTimer;
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float xa18_phazonDamageLag;
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float xa1c_threatOverride;
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