#ifndef _CGUNMOTION_HPP #define _CGUNMOTION_HPP #include "MetroidPrime/CModelData.hpp" #include "MetroidPrime/Weapons/GunController/CGunController.hpp" #include "Kyoto/CToken.hpp" #include "Kyoto/CObjectReference.hpp" #include "rstl/vector.hpp" class CVector3f; class CStateManager; namespace SamusGun { enum EAnimationState { kAS_Wander, kAS_Fidget, kAS_Struck, kAS_FreeLook, kAS_ComboFire, kAS_Idle, kAS_BasePosition, }; enum EFidgetType { kFT_Invalid = -1, kFT_Minor, kFT_Major, }; } // namespace SamusGun class CGunMotion { public: CGunMotion(CAssetId ancsId, const CVector3f& scale); ~CGunMotion(); bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike); void Update(float, CStateManager&); void Draw(const CStateManager&, const CTransform4f&) const; void ReturnToDefault(CStateManager& mgr); int GetFreeLookSetId() const; void BasePosition(bool bigStrikeReset); void EnterFidget(CStateManager&, SamusGun::EFidgetType, int); void LoadAnimations(); CModelData& GetModelData() { return x0_modelData; } const CModelData& GetModelData() const { return x0_modelData; } bool IsAnimPlaying() const { return xb8_24_animPlaying; } private: CModelData x0_modelData; CGunController x4c_gunController; rstl::vector xa8_anims; bool xb8_24_animPlaying : 1; }; CHECK_SIZEOF(CGunMotion, 0xbc) #endif // _CGUNMOTION_HPP