mirror of https://github.com/PrimeDecomp/prime.git
69 lines
2.1 KiB
C++
69 lines
2.1 KiB
C++
#ifndef _CGAMEPROJECTILE
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#define _CGAMEPROJECTILE
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#include "types.h"
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#include "MetroidPrime/Weapons/CProjectileWeapon.hpp"
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#include "MetroidPrime/Weapons/CWeapon.hpp"
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#include "Kyoto/TToken.hpp"
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#include "rstl/optional_object.hpp"
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#include "rstl/vector.hpp"
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class CGenDescription;
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class CProjectileTouchResult;
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class CGameProjectile : public CWeapon {
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public:
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// TODO ctor
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// CEntity
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~CGameProjectile() override;
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void Accept(IVisitor& visitor) override;
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
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// CActor
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void Render(const CStateManager&) const override;
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rstl::optional_object< CAABox > GetTouchBounds() const override;
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void FluidFXThink(EFluidState, CScriptWater&, CStateManager&) override;
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// CGameProjectile
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virtual void ResolveCollisionWithActor(const CRayCastResult& res, CActor& act,
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CStateManager& mgr);
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const CProjectileWeapon& GetProjectile() const { return x170_projectile; }
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const CVector3f& GetPreviousPos() const { return x298_previousPos; }
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TUniqueId GetHomingTargetId() const { return x2c0_homingTargetId; }
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TUniqueId GetHitProjectileOwner() const { return x2c4_hitProjectileOwner; }
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void SetHitProjectileOwner(TUniqueId id) { x2c4_hitProjectileOwner = id; }
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bool GetWeaponActive() const { return x2e4_24_active; }
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protected:
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rstl::optional_object< TLockedToken< CGenDescription > > x158_visorParticle;
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ushort x168_visorSfx;
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CProjectileWeapon x170_projectile;
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CVector3f x298_previousPos;
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float x2a4_projExtent;
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float x2a8_homingDt;
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double x2b0_targetHomingTime;
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double x2b8_curHomingTime;
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TUniqueId x2c0_homingTargetId;
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TUniqueId x2c2_lastResolvedObj;
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TUniqueId x2c4_hitProjectileOwner;
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TUniqueId x2c6_pendingDamagee;
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TUniqueId x2c8_projectileLight;
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CAssetId x2cc_wpscId;
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rstl::vector< CProjectileTouchResult > x2d0_touchResults;
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float x2e0_minHomingDist;
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bool x2e4_24_active : 1;
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bool x2e4_25_startedUnderwater : 1;
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bool x2e4_26_waterUpdate : 1;
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bool x2e4_27_inWater : 1;
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bool x2e4_28_sendProjectileCollideMsg : 1;
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};
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CHECK_SIZEOF(CGameProjectile, 0x2e8)
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#endif // _CGAMEPROJECTILE
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