mirror of https://github.com/PrimeDecomp/prime.git
68 lines
1.8 KiB
C++
68 lines
1.8 KiB
C++
#ifndef _CGRAPPLEARM
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#define _CGRAPPLEARM
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#include "types.h"
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#include "Kyoto/Audio/CSfxHandle.hpp"
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#include "Kyoto/Math/CTransform4f.hpp"
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#include "rstl/single_ptr.hpp"
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class CVector3f;
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class CStateManager;
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class CFrustumPlanes;
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class CGunController;
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class CGrappleArm {
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public:
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enum EArmState {
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kAS_IntoGrapple,
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kAS_IntoGrappleIdle,
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kAS_FireGrapple,
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kAS_Three,
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kAS_ConnectGrapple,
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kAS_Five,
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kAS_Connected,
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kAS_Seven,
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kAS_OutOfGrapple,
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kAS_GunControllerAnimation,
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kAS_Done
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};
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CGrappleArm(const CVector3f& scale);
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~CGrappleArm();
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void PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, const CVector3f& camPos);
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void ReturnToDefault(CStateManager& mgr, float dt, bool setState);
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void EnterStruck(CStateManager&, float, bool, bool);
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void DisconnectGrappleBeam();
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void RenderGrappleBeam(const CStateManager&, const CVector3f&) const;
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void SetTransform(const CTransform4f& xf) { *(CTransform4f*)(&x0_pad[0x220]) = xf; }
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EArmState GetAnimState() const { return x334_animState; }
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bool GetActive() const { return x3b2_24_active; }
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bool BeamActive() const { return x3b2_25_beamActive; }
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bool IsArmMoving() const { return x3b2_27_armMoving; }
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bool IsGrappling() const { return x3b2_28_isGrappling; }
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bool IsSuitLoading() const { return x3b2_29_suitLoading; }
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private:
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uchar x0_pad[0x328]; // TODO
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rstl::single_ptr< CGunController > x328_gunController;
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CSfxHandle x32c_grappleLoopSfx;
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CSfxHandle x330_swooshSfx;
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EArmState x334_animState;
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uchar x338_pad[0x78];
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short x3b0_rumbleHandle;
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bool x3b2_24_active : 1;
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bool x3b2_25_beamActive : 1;
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bool x3b2_26_grappleHit : 1;
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bool x3b2_27_armMoving : 1;
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bool x3b2_28_isGrappling : 1;
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bool x3b2_29_suitLoading : 1;
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};
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CHECK_SIZEOF(CGrappleArm, 0x3b4)
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#endif // _CGRAPPLEARM
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