#ifndef _CSCRIPTACTOR #define _CSCRIPTACTOR #include "types.h" #include "MetroidPrime/CDamageVulnerability.hpp" #include "MetroidPrime/CHealthInfo.hpp" #include "MetroidPrime/CPhysicsActor.hpp" class CActorParameters; class CScriptActor : public CPhysicsActor { public: CScriptActor(TUniqueId uid, const rstl::string& name, const CEntityInfo& info, const CTransform4f& xf, const CModelData& mData, const CAABox& aabb, const CMaterialList& matList, float mass, float zMomentum, const CHealthInfo& hInfo, const CDamageVulnerability& dVuln, const CActorParameters& actParms, bool looping, bool active, uint shaderIdx, float xrayAlpha, bool noThermalHotZ, bool castsShadow, bool scaleAdvancementDelta, bool materialFlag54); // CEntity ~CScriptActor() override; void Accept(IVisitor& visitor) override; void Think(float dt, CStateManager& mgr) override; void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override; // CActor void PreRender(CStateManager&, const CFrustumPlanes&) override; CHealthInfo* HealthInfo(CStateManager&) override; const CDamageVulnerability* GetDamageVulnerability() const override; rstl::optional_object< CAABox > GetTouchBounds() const override; void Touch(CActor&, CStateManager&) override; // CPhysicsActor EWeaponCollisionResponseTypes GetCollisionResponseType(const CVector3f&, const CVector3f&, const CWeaponMode&, EProjectileAttrib) const override; CAABox GetSortingBounds(const CStateManager&) const override; private: CHealthInfo x258_initialHealth; CHealthInfo x260_currentHealth; CDamageVulnerability x268_damageVulnerability; float x2d0_fadeInTime; float x2d4_fadeOutTime; int x2d8_shaderIdx; float x2dc_xrayAlpha; TUniqueId x2e0_triggerId; bool x2e2_24_noThermalHotZ : 1; bool x2e2_25_dead : 1; bool x2e2_26_animating : 1; bool x2e2_27_xrayAlphaEnabled : 1; bool x2e2_28_inXrayAlpha : 1; bool x2e2_29_processModelFlags : 1; bool x2e2_30_scaleAdvancementDelta : 1; bool x2e2_31_materialFlag54 : 1; bool x2e3_24_isPlayerActor : 1; }; #endif // _CSCRIPTACTOR