#ifndef _CPLASMAPROJECTILE #define _CPLASMAPROJECTILE #include "MetroidPrime/Weapons/CBeamProjectile.hpp" class CElectricDescription; class CPlasmaProjectile : public CBeamProjectile { public: enum EExpansionState { kES_Inactive, kES_Attack, kES_Sustain, kES_Release, kES_Done }; struct PlayerEffectResources { int count; CAssetId data[8]; PlayerEffectResources(CAssetId a = kInvalidAssetId, CAssetId b = kInvalidAssetId, CAssetId c = kInvalidAssetId, CAssetId d = kInvalidAssetId, CAssetId e = kInvalidAssetId, CAssetId f = kInvalidAssetId, CAssetId g = kInvalidAssetId, CAssetId h = kInvalidAssetId) : count(8) { data[0] = a; data[1] = b; data[2] = c; data[3] = d; data[4] = e; data[5] = f; data[6] = g; data[7] = h; } }; CPlasmaProjectile(const TToken< CWeaponDescription >& wDesc, const rstl::string& name, EWeaponType wType, const CBeamInfo& bInfo, const CTransform4f& xf, EMaterialTypes matType, const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner, const PlayerEffectResources& res, bool growingBeam, EProjectileAttrib attribs); void Accept(IVisitor& visitor); void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr); void ResetBeam(CStateManager& mgr, bool fullReset); void UpdateFx(const CTransform4f& xf, float dt, CStateManager& mgr); void Fire(const CTransform4f& xf, CStateManager& mgr, bool b); void Touch(CActor& other, CStateManager& mgr); bool CanRenderUnsorted(const CStateManager& mgr) const; void AddToRenderer(const CFrustumPlanes& frustum, const CStateManager& mgr) const; void Render(const CStateManager& mgr) const; CColor GetInnerColor() const { return x490_innerColor; } CColor GetOuterColor() const { return x494_outerColor; } bool IsFiring() const { return x548_26_firing; } private: rstl::vector< TUniqueId > x468_lights; int x478_beamAttributes; float x47c_lifeTime; float x480_pulseSpeed; float x484_shutdownTime; float x488_expansionSpeed; float x48c_; CColor x490_innerColor; CColor x494_outerColor; CDamageInfo x498_phazonDamage; EExpansionState x4b4_expansionState; float x4b8_beamWidth; float x4bc_lifeTimer; float x4c0_expansionT; float x4c4_expansion; float x4c8_beamAngle; float x4cc_energyPulseStartY; float x4d0_shutdownTimer; float x4d4_contactPulseTimer; float x4d8_energyPulseTimer; float x4dc_playerEffectPulseTimer; float x4e0_playerDamageDuration; float x4e4_playerDamageTimer; TLockedToken< CTexture > x4e8_texture; TLockedToken< CTexture > x4f4_glowTexture; TCachedToken< CGenDescription > x500_contactFxDesc; TCachedToken< CGenDescription > x50c_pulseFxDesc; rstl::single_ptr< CElementGen > x518_contactGen; rstl::single_ptr< CElementGen > x51c_pulseGen; rstl::single_ptr< CElementGen > x520_weaponGen; CAssetId x524_freezeSteamTxtr; CAssetId x528_freezeIceTxtr; rstl::optional_object< TToken< CElectricDescription > > x52c_visorElectric; rstl::optional_object< TToken< CGenDescription > > x538_visorParticle; u16 x544_freezeSfx; u16 x546_electricSfx; bool x548_24_ : 1; bool x548_25_enableEnergyPulse : 1; bool x548_26_firing : 1; bool x548_27_texturesLoaded : 1; bool x548_28_drawOwnerFirst : 1; bool x548_29_activePlayerPhazon : 1; }; #endif // _CPLASMAPROJECTILE