mirror of
				https://github.com/PrimeDecomp/prime.git
				synced 2025-10-27 15:30:22 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			48 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #ifndef _WEAPONCOMMON
 | |
| #define _WEAPONCOMMON
 | |
| 
 | |
| #include "Kyoto/SObjectTag.hpp"
 | |
| 
 | |
| #include "rstl/set.hpp"
 | |
| #include "rstl/vector.hpp"
 | |
| 
 | |
| class CToken;
 | |
| class CSfxHandle;
 | |
| class CAnimData;
 | |
| class CStateManager;
 | |
| class CPrimitive;
 | |
| 
 | |
| 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 primitive_set_to_token_vector(const CAnimData& animData,
 | |
|                                    const rstl::set< CPrimitive >& primSet,
 | |
|                                    rstl::vector< CToken >& tokensOut, bool preLock);
 | |
| 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
 |