#ifndef _CPOWERBEAM #define _CPOWERBEAM #include "types.h" #include "MetroidPrime/Weapons/CGunWeapon.hpp" #include "rstl/single_ptr.hpp" class CPowerBeam : public CGunWeapon { public: CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const CVector3f& scale); ~CPowerBeam(); void PreRenderGunFx(const CStateManager& mgr, const CTransform4f& xf); void PostRenderGunFx(const CStateManager& mgr, const CTransform4f& xf); void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const CTransform4f& xf); void Fire(bool underwater, float dt, CPlayerState::EChargeStage chargeState, const CTransform4f& xf, CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2); void EnableSecondaryFx(ESecondaryFxType type); void Update(float dt, CStateManager& mgr); void Load(CStateManager& mgr, bool subtypeBasePose); void Unload(CStateManager& mgr); bool IsLoaded() const; private: enum ESmokeState { kSS_Inactive, kSS_Active, kSS_Done }; TCachedToken x21c_shotSmoke; TCachedToken x228_power2nd1; rstl::single_ptr x234_shotSmokeGen; rstl::single_ptr x238_power2ndGen; float x23c_smokeTimer; ESmokeState x240_smokeState; bool x244_24 : 1; bool x244_25_loaded : 1; void ReInitVariables(); }; CHECK_SIZEOF(CPowerBeam, 0x248) #endif // _CPOWERBEAM