mirror of https://github.com/PrimeDecomp/prime.git
127 lines
4.1 KiB
C++
127 lines
4.1 KiB
C++
#ifndef _CTWEAKPLAYERGUN
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#define _CTWEAKPLAYERGUN
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#include "types.h"
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#include "MetroidPrime/Tweaks/ITweakObject.hpp"
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#include "Kyoto/Math/CVector3f.hpp"
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#include "rstl/reserved_vector.hpp"
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struct SShotParam {
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uint x0_weaponType;
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bool x4_24_charged : 1;
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bool x4_25_combo : 1;
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bool x4_26_instaKill : 1;
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float x8_damage;
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float xc_radiusDamage;
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float x10_radius;
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float x14_knockback;
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bool x18_24_noImmunity : 1;
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SShotParam()
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: x0_weaponType(-1)
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, x4_24_charged(false)
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, x4_25_combo(false)
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, x4_26_instaKill(false)
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, x8_damage(0.f)
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, xc_radiusDamage(0.f)
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, x10_radius(0.f)
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, x14_knockback(0.f)
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, x18_24_noImmunity(false) {}
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SShotParam(float chargeFactor, const SShotParam& other) {
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x14_knockback = chargeFactor * other.x14_knockback;
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x0_weaponType = other.x0_weaponType;
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x10_radius = chargeFactor * other.x10_radius;
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x8_damage = chargeFactor * other.x8_damage;
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x18_24_noImmunity = false;
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*(reinterpret_cast<int*>(this) + 1) = *(reinterpret_cast<const int*>(&other) + 1);
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xc_radiusDamage = chargeFactor * other.xc_radiusDamage;
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}
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explicit SShotParam(CInputStream& in);
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};
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struct SComboShotParam : SShotParam {
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SComboShotParam() { x4_25_combo = true; }
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explicit SComboShotParam(CInputStream& in) : SShotParam(in) { x4_25_combo = true; }
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};
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struct SChargedShotParam : SShotParam {
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SChargedShotParam() { x4_24_charged = true; }
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explicit SChargedShotParam(CInputStream& in) : SShotParam(in) { x4_24_charged = true; }
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};
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struct SWeaponInfo {
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float x0_coolDown;
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SShotParam x4_normal;
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SChargedShotParam x20_charged;
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SWeaponInfo() : x0_coolDown(0.1f) {}
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explicit SWeaponInfo(CInputStream& in);
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};
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class CTweakPlayerGun : public ITweakObject {
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public:
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~CTweakPlayerGun();
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float GetUpLookAngle() const { return x4_upLookAngle; }
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float GetDownLookAngle() const { return x8_downLookAngle; }
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float GetVerticalSpread() const { return xc_verticalSpread; }
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float GetHorizontalSpread() const { return x10_horizontalSpread; }
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float GetHighVerticalSpread() const { return x14_highVerticalSpread; }
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float GetHighHorizontalSpread() const { return x18_highHorizontalSpread; }
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float GetLowVerticalSpread() const { return x1c_lowVerticalSpread; }
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float GetLowHorizontalSpread() const { return x20_lowHorizontalSpread; }
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float GetAimVerticalSpeed() const { return x24_aimVerticalSpeed; }
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float GetAimHorizontalSpeed() const { return x28_aimHorizontalSpeed; }
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float GetBombFuseTime() const { return x2c_bombFuseTime; }
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float GetBombDropDelayTime() const { return x30_bombDropDelayTime; }
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float GetHoloHoldTime() const { return x34_holoHoldTime; }
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float GetGunTransformTime() const { return x38_gunTransformTime; }
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float GetGunHolsterTime() const { return x3c_gunHolsterTime; }
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float GetGunNotFiringTime() const { return x40_gunNotFiringTime; }
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float GetFixedVerticalAim() const { return x44_fixedVerticalAim; }
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float GetGunExtendDistance() const { return x48_gunExtendDistance; }
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const CVector3f& GetGunPosition() const { return x4c_gunPosition; }
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const CVector3f& GetGrapplingArmPosition() const { return x64_grapplingArmPosition; }
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const SWeaponInfo& GetBeamInfo(int beam) const;
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private:
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float x4_upLookAngle;
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float x8_downLookAngle;
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float xc_verticalSpread;
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float x10_horizontalSpread;
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float x14_highVerticalSpread;
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float x18_highHorizontalSpread;
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float x1c_lowVerticalSpread;
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float x20_lowHorizontalSpread;
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float x24_aimVerticalSpeed;
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float x28_aimHorizontalSpeed;
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float x2c_bombFuseTime;
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float x30_bombDropDelayTime;
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float x34_holoHoldTime;
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float x38_gunTransformTime;
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float x3c_gunHolsterTime;
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float x40_gunNotFiringTime;
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float x44_fixedVerticalAim;
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float x48_gunExtendDistance;
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CVector3f x4c_gunPosition;
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CVector3f x58_;
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CVector3f x64_grapplingArmPosition;
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SShotParam x70_bomb;
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SShotParam x8c_powerBomb;
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SShotParam x1d4_missile;
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SWeaponInfo xa8_beams[5];
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rstl::reserved_vector< SShotParam, 5 >
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x1f0_combos; // Originally rstl::reserved_vector<SShotParam,5>
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rstl::reserved_vector< float, 5 > x280_ricochetData;
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};
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extern CTweakPlayerGun* gpTweakPlayerGun;
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#endif // _CTWEAKPLAYERGUN
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