#include "MetroidPrime/Weapons/GunController/CGunController.hpp" CGunController::CGunController(CModelData& modelData) : x0_modelData(modelData) , x50_gunState(kGS_Inactive) , x54_curAnimId(-1) , x58_24_animDone(true) , x58_25_enteredComboFire(false) {} void CGunController::EnterFreeLook(CStateManager&, int, int) {} void CGunController::EnterComboFire(CStateManager&, int) {} void CGunController::EnterFidget(CStateManager&, int, int, int) {} void CGunController::EnterStruck(CStateManager&, float, bool, bool) {} void CGunController::LoadFidgetAnimAsync(CStateManager&, int, int, int) {} int CGunController::Update(float, CStateManager&) { return 0; } void CGunController::EnterIdle(CStateManager&) {} void CGunController::ReturnToDefault(CStateManager&, float, bool) {} void CGunController::Reset() {} void CGunController::ReturnToBasePosition(CStateManager&) {}