#ifndef _CTWEAKPLAYERGUN #define _CTWEAKPLAYERGUN #include "types.h" #include "MetroidPrime/Tweaks/ITweakObject.hpp" #include "Kyoto/Math/CVector3f.hpp" #include "rstl/reserved_vector.hpp" struct SShotParam { uint x0_weaponType; bool x4_24_charged : 1; bool x4_25_combo : 1; bool x4_26_instaKill : 1; float x8_damage; float xc_radiusDamage; float x10_radius; float x14_knockback; bool x18_24_noImmunity : 1; SShotParam() : x0_weaponType(-1) , x4_24_charged(false) , x4_25_combo(false) , x4_26_instaKill(false) , x8_damage(0.f) , xc_radiusDamage(0.f) , x10_radius(0.f) , x14_knockback(0.f) , x18_24_noImmunity(false) {} explicit SShotParam(CInputStream& in); }; struct SComboShotParam : SShotParam { SComboShotParam() { x4_25_combo = true; } explicit SComboShotParam(CInputStream& in) : SShotParam(in) { x4_25_combo = true; } }; struct SChargedShotParam : SShotParam { SChargedShotParam() { x4_24_charged = true; } explicit SChargedShotParam(CInputStream& in) : SShotParam(in) { x4_24_charged = true; } }; struct SWeaponInfo { float x0_coolDown; SShotParam x4_normal; SChargedShotParam x20_charged; SWeaponInfo() : x0_coolDown(0.1f) {} explicit SWeaponInfo(CInputStream& in); }; class CTweakPlayerGun : public ITweakObject { public: ~CTweakPlayerGun() override; float GetUpLookAngle() const { return x4_upLookAngle; } float GetDownLookAngle() const { return x8_downLookAngle; } float GetVerticalSpread() const { return xc_verticalSpread; } float GetHorizontalSpread() const { return x10_horizontalSpread; } float GetHighVerticalSpread() const { return x14_highVerticalSpread; } float GetHighHorizontalSpread() const { return x18_highHorizontalSpread; } float GetLowVerticalSpread() const { return x1c_lowVerticalSpread; } float GetLowHorizontalSpread() const { return x20_lowHorizontalSpread; } float GetAimVerticalSpeed() const { return x24_aimVerticalSpeed; } float GetAimHorizontalSpeed() const { return x28_aimHorizontalSpeed; } float GetBombFuseTime() const { return x2c_bombFuseTime; } float GetBombDropDelayTime() const { return x30_bombDropDelayTime; } float GetHoloHoldTime() const { return x34_holoHoldTime; } float GetGunTransformTime() const { return x38_gunTransformTime; } float GetGunHolsterTime() const { return x3c_gunHolsterTime; } float GetGunNotFiringTime() const { return x40_gunNotFiringTime; } float GetFixedVerticalAim() const { return x44_fixedVerticalAim; } float GetGunExtendDistance() const { return x48_gunExtendDistance; } const CVector3f& GetGunPosition() const { return x4c_gunPosition; } const CVector3f& GetGrapplingArmPosition() const { return x64_grapplingArmPosition; } private: float x4_upLookAngle; float x8_downLookAngle; float xc_verticalSpread; float x10_horizontalSpread; float x14_highVerticalSpread; float x18_highHorizontalSpread; float x1c_lowVerticalSpread; float x20_lowHorizontalSpread; float x24_aimVerticalSpeed; float x28_aimHorizontalSpeed; float x2c_bombFuseTime; float x30_bombDropDelayTime; float x34_holoHoldTime; float x38_gunTransformTime; float x3c_gunHolsterTime; float x40_gunNotFiringTime; float x44_fixedVerticalAim; float x48_gunExtendDistance; CVector3f x4c_gunPosition; CVector3f x58_; CVector3f x64_grapplingArmPosition; SShotParam x70_bomb; SShotParam x8c_powerBomb; SShotParam x1d4_missile; SWeaponInfo xa8_beams[5]; rstl::reserved_vector< SShotParam, 5 > x1f0_combos; // Originally rstl::reserved_vector rstl::reserved_vector< float, 5 > x280_ricochetData; }; extern CTweakPlayerGun* gpTweakPlayerGun; #endif // _CTWEAKPLAYERGUN