mirror of https://github.com/PrimeDecomp/prime.git
40 lines
1006 B
C++
40 lines
1006 B
C++
#ifndef _WEAPONCOMMON
|
|
#define _WEAPONCOMMON
|
|
|
|
#include "rstl/vector.hpp"
|
|
|
|
class CToken;
|
|
class CSfxHandle;
|
|
class CAnimData;
|
|
|
|
namespace NWeaponTypes {
|
|
|
|
enum EGunAnimType {
|
|
kGAT_BasePosition,
|
|
kGAT_Shoot,
|
|
kGAT_ChargeUp,
|
|
kGAT_ChargeLoop,
|
|
kGAT_ChargeShoot,
|
|
kGAT_FromMissile,
|
|
kGAT_ToMissile,
|
|
kGAT_MissileShoot,
|
|
kGAT_MissileReload,
|
|
kGAT_FromBeam,
|
|
kGAT_ToBeam
|
|
};
|
|
|
|
CSfxHandle play_sfx(ushort sfx, bool underwater, bool looped, short pan);
|
|
void get_token_vector(CAnimData& animData, int, rstl::vector< CToken >& tokensOut,
|
|
bool preLock);
|
|
void get_token_vector(const CAnimData& animData, int begin, int end,
|
|
rstl::vector< CToken >& tokensOut, bool preLock);
|
|
bool are_tokens_ready(const rstl::vector< CToken >&);
|
|
CAssetId get_asset_id_from_name(const char* name);
|
|
void lock_tokens(rstl::vector< CToken >&);
|
|
void unlock_tokens(rstl::vector< CToken >&);
|
|
int get_current_suit(const CStateManager& mgr);
|
|
|
|
} // namespace NWeaponTypes
|
|
|
|
#endif // _WEAPONCOMMON
|