mirror of https://github.com/PrimeDecomp/prime.git
601 lines
22 KiB
C++
601 lines
22 KiB
C++
#ifndef _CPLAYER
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#define _CPLAYER
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#include "rstl/reserved_vector.hpp"
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#include "types.h"
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#include "MetroidPrime/CAnimRes.hpp"
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#include "MetroidPrime/CPhysicsActor.hpp"
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#include "MetroidPrime/Player/CPlayerEnergyDrain.hpp"
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#include "MetroidPrime/Player/CPlayerState.hpp"
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#include "Kyoto/TReservedAverage.hpp"
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#include "rstl/auto_ptr.hpp"
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#include "rstl/vector.hpp"
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class CPlayerGun;
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class CMorphBall;
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class CPlayerCameraBob;
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namespace NPlayer {
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enum EPlayerMovementState {
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kMS_OnGround,
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kMS_Jump,
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kMS_ApplyJump,
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kMS_Falling,
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kMS_FallingMorphed,
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};
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};
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class CPlayer : public CPhysicsActor, public TOneStatic< CPlayer > {
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struct CVisorSteam {
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float x0_curTargetAlpha;
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float x4_curAlphaInDur;
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float x8_curAlphaOutDur;
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CAssetId xc_tex;
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float x10_nextTargetAlpha;
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float x14_nextAlphaInDur;
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float x18_nextAlphaOutDur;
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CAssetId x1c_txtr;
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float x20_alpha;
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float x24_delayTimer;
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bool x28_affectsThermal;
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public:
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CVisorSteam();
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CVisorSteam(float targetAlpha, float alphaInDur, float alphaOutDur, CAssetId tex);
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// : x0_curTargetAlpha(targetAlpha)
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// , x4_curAlphaInDur(alphaInDur)
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// , x8_curAlphaOutDur(alphaOutDur)
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// , xc_tex(tex) {}
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CAssetId GetTextureId() const { return xc_tex; }
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void SetSteam(float targetAlpha, float alphaInDur, float alphaOutDur, CAssetId txtr,
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bool affectsThermal);
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void Update(float dt);
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float GetAlpha() const { return x20_alpha; }
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bool AffectsThermal() const { return x28_affectsThermal; }
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};
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class CPlayerStuckTracker {
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public:
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enum EPlayerState {
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kPS_Jump,
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kPS_StartingJump,
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kPS_Moving,
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};
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CPlayerStuckTracker();
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~CPlayerStuckTracker();
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void AddState(EPlayerState, const CVector3f&, const CVector3f&, const CVector2f&);
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bool IsPlayerStuck();
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void ResetStats();
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private:
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rstl::reserved_vector< EPlayerState, 20 > x0_;
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rstl::reserved_vector< CVector3f, 20 > x54_;
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rstl::reserved_vector< CVector3f, 20 > x148_;
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rstl::reserved_vector< CVector2f, 20 > x23c_;
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};
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public:
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enum EPlayerOrbitState {
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kOS_NoOrbit,
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kOS_OrbitObject,
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kOS_OrbitPoint,
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kOS_OrbitCarcass,
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kOS_ForcedOrbitObject, // For CMetroidBeta attack
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kOS_Grapple,
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};
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enum ESurfaceRestraints {
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kSR_Normal,
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kSR_Air,
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kSR_Ice,
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kSR_Organic,
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kSR_Water,
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kSR_Lava,
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kSR_Phazon,
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kSR_Shrubbery,
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};
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enum EPlayerCameraState {
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kCS_FirstPerson,
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kCS_Ball,
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kCS_Two,
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kCS_Transitioning,
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kCS_Spawned,
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};
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enum EPlayerMorphBallState {
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kMS_Unmorphed,
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kMS_Morphed,
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kMS_Morphing,
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kMS_Unmorphing,
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};
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enum EPlayerOrbitType {
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kOT_Close,
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kOT_Far,
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kOT_Default,
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};
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enum EPlayerZoneInfo {
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kZI_Targeting,
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kZI_Scan,
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};
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enum EPlayerZoneType {
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kZT_Always = -1,
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kZT_Box,
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kZT_Ellipse,
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};
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enum EPlayerScanState {
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kSS_NotScanning,
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kSS_Scanning,
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kSS_ScanComplete,
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};
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enum EGrappleState {
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kGS_None,
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kGS_Firing,
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kGS_Pull,
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kGS_Swinging,
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kGS_JumpOff,
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};
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enum EFootstepSfx {
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kFS_None,
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kFS_Left,
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kFS_Right,
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};
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enum EGunHolsterState {
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kGH_Holstered,
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kGH_Drawing,
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kGH_Drawn,
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kGH_Holstering,
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};
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enum EOrbitBrokenType {
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kOB_StopOrbit,
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kOB_Respawn,
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kOB_EnterMorphBall,
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kOB_Default,
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kOB_Four,
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kOB_Five,
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kOB_InvalidateTarget,
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kOB_BadVerticalAngle,
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kOB_ActivateOrbitSource,
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kOB_ProjectileCollide,
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kOB_Freeze,
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kOB_DamageOnGrapple,
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kOB_LostGrappleLineOfSight,
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};
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CPlayer(TUniqueId uid, const CTransform4f& xf, const CAABox& aabb, CAssetId resId,
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const CVector3f& playerScale, float mass, float stepUp, float stepDown, float ballRadius,
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const CMaterialList& ml);
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// CEntity
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// ~CPlayer() override;
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void Accept(IVisitor& visitor) override;
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void PreThink(float dt, CStateManager& mgr) override;
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void Think(float dt, CStateManager& mgr) override;
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
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// CActor
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void PreRender(CStateManager&, const CFrustumPlanes&) override;
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void AddToRenderer(const CFrustumPlanes&, const CStateManager&) const override;
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void Render(const CStateManager&) const override;
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bool CanRenderUnsorted(const CStateManager&) const override;
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void CalculateRenderBounds() override;
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CHealthInfo* HealthInfo(CStateManager&) override;
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const CDamageVulnerability* GetDamageVulnerability() const override;
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const CDamageVulnerability* GetDamageVulnerability(const CVector3f&, const CVector3f&,
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const CDamageInfo&) const override;
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rstl::optional_object< CAABox > GetTouchBounds() const override;
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void Touch(CActor&, CStateManager&) override;
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CVector3f GetAimPosition(const CStateManager&, float) const override;
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CVector3f GetHomingPosition(const CStateManager&, float) const override;
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void FluidFXThink(EFluidState, CScriptWater&, CStateManager&) override;
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// CPhysicsActor
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const CCollisionPrimitive* GetCollisionPrimitive() const override;
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CTransform4f GetPrimitiveTransform() const override;
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void CollidedWith(const TUniqueId& id, const CCollisionInfoList& list,
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CStateManager& mgr) override;
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float GetStepDownHeight() const override;
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float GetStepUpHeight() const override;
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float GetWeight() const override;
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// CPlayer
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virtual bool IsTransparent();
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CVector3f GetBallPosition() const;
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CVector3f GetEyePosition() const;
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float GetEyeHeight() const;
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CTransform4f CreateTransformFromMovementDirection() const;
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EPlayerOrbitState GetOrbitState() const { return x304_orbitState; }
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const CVector3f& GetMovementDirection() const { return x50c_moveDir; }
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EPlayerMorphBallState GetMorphballTransitionState() const { return x2f8_morphBallState; }
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static float skDefaultHudFadeOutSpeed;
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static float skDefaultHudFadeInSpeed;
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void SetHudDisable(float staticTimer, float outSpeed = skDefaultHudFadeOutSpeed,
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float inSpeed = skDefaultHudFadeInSpeed);
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void IncrementEnvironmentDamage(); // name?
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void DecrementEnvironmentDamage(); // name?
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// GetMovementDirection2D__7CPlayerCFv ??
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void SetOrbitTargetId(TUniqueId id, CStateManager& mgr);
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void TryToBreakOrbit(TUniqueId id, EOrbitBrokenType type, CStateManager& mgr);
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void BreakOrbit(EOrbitBrokenType type, CStateManager& mgr);
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void BreakGrapple(EOrbitBrokenType type, CStateManager& mgr);
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void AddOrbitDisableSource(CStateManager& mgr, TUniqueId addId);
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void RemoveOrbitDisableSource(TUniqueId uid);
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void SetAimTargetId(TUniqueId target);
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void DoSfxEffects(CSfxHandle sfx);
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bool GetFrozenState() const;
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void SetFrozenState(CStateManager& stateMgr, CAssetId steamTxtr, ushort sfx, CAssetId iceTxtr);
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void BreakFrozenState(CStateManager& mgr);
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void UpdateCinematicState(CStateManager& mgr);
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bool IsMorphBallTransitioning() const;
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void InitialiseAnimation();
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void LoadAnimationTokens();
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void HolsterGun(CStateManager& mgr);
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void ResetGun(CStateManager& mgr);
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void DrawGun(CStateManager& mgr);
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bool CheckPostGrapple() const;
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void UpdateGunState(const CFinalInput& input, CStateManager& mgr);
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void UpdateAimTargetPrediction(const CTransform4f& xf, CStateManager& mgr);
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void UpdateAssistedAiming(const CTransform4f& xf, CStateManager& mgr);
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void UpdateGunTransform(const CVector3f& gunPos, CStateManager& mgr);
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const CTransform4f& GetFirstPersonCameraTransform(CStateManager& mgr) const;
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void UpdateDebugCamera(CStateManager& mgr);
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void UpdateArmAndGunTransforms(float dt, CStateManager& mgr);
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void UpdateGrappleArmTransform(const CVector3f& offset, CStateManager& mgr, float dt);
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void ForceGunOrientation(const CTransform4f& xf, CStateManager& mgr);
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void Update(float dt, CStateManager& mgr);
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void UpdateMorphBallTransition(float dt, CStateManager& mgr);
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void UpdateAimTarget(CStateManager& mgr);
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void UpdateAimTargetTimer(float dt);
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void UpdateOrbitModeTimer(float dt);
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void UpdateOrbitPreventionTimer(float dt);
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void UpdateGunAlpha();
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void UpdateVisorTransition(float dt, CStateManager& mgr);
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void UpdatePlayerSounds(float dt);
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bool ShouldSampleFailsafe(CStateManager& mgr) const;
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bool IsEnergyLow(const CStateManager& mgr) const;
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const bool StartSamusVoiceSfx(ushort sfx, short vol, int prio);
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void UpdateVisorState(const CFinalInput& input, float dt, CStateManager& mgr);
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void UpdateCrosshairsState(const CFinalInput& input);
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ushort GetMaterialSoundUnderPlayer(CStateManager& mgr, const ushort* table, int length,
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ushort defId);
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void UpdateFootstepSounds(const CFinalInput& input, CStateManager& mgr, float dt);
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float JumpInput(const CFinalInput& input, CStateManager& mgr);
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float TurnInput(const CFinalInput& input) const;
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float StrafeInput(const CFinalInput& input) const;
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float ForwardInput(const CFinalInput& input, float turnInput) const;
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float GetActualFirstPersonMaxVelocity(float dt) const;
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const CScriptWater* GetVisorRunoffEffect(const CStateManager& mgr) const;
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void SetMorphBallState(EPlayerMorphBallState state, CStateManager& mgr);
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bool CanEnterMorphBallState(CStateManager& mgr, float dt) const;
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bool CanLeaveMorphBallState(CStateManager& mgr, CVector3f& pos) const;
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void LeaveMorphBallState(CStateManager& mgr);
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void EnterMorphBallState(CStateManager& mgr);
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void ResetBallCamera(CStateManager& mgr);
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void UpdateCameraState(CStateManager& mgr);
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void UpdateFreeLookState(const CFinalInput& input, float dt, CStateManager& mgr);
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void UpdateCameraTimers(float dt, const CFinalInput& input);
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void UpdateSubmerged(const CStateManager& mgr);
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bool CheckSubmerged();
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void SetMoveState(NPlayer::EPlayerMovementState state, CStateManager& mgr);
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void StartLandingControlFreeze(); // name?
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void EndLandingControlFreeze(); // name?
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void AdjustEyeOffset(CStateManager& mgr);
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void SetEyeOffset(float bias);
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float GetEyeOffset() const { return x9c8_eyeZBias; }
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void UpdateStepUpSmoothing(float dt);
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void UpdateEnvironmentDamageCameraShake(float dt, CStateManager& mgr);
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void UpdatePhazonDamage(float dt, CStateManager& mgr);
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void UpdateFreeLook(float dt);
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void UpdatePlayerHints(CStateManager& mgr);
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void UpdateBombJumpStuff();
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void UpdateTransitionFilter(float dt, CStateManager& mgr);
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void CalculatePlayerMovementDirection(float dt);
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void UpdatePlayerControlDirection(float dt, CStateManager& mgr);
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void UpdateFrozenState(const CFinalInput& input, CStateManager& mgr);
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void UpdateControlLostState(float dt, CStateManager& mgr);
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void ComputeMovement(const CFinalInput& input, CStateManager& mgr, float dt);
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void ProcessInput(const CFinalInput& input, CStateManager& mgr);
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void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float dt);
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bool IsUnderBetaMetroidAttack(CStateManager& mgr) const;
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void UpdateGrappleState(const CFinalInput& input, CStateManager& mgr);
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void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float dt);
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void ComputeFreeLook(const CFinalInput& input);
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void UpdateOrbitInput(const CFinalInput& input, CStateManager& mgr);
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void UpdateOrbitZone(CStateManager& mgr);
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void UpdateMorphBallState(float dt, const CFinalInput& input, CStateManager& mgr);
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void CalculateLeaveMorphBallDirection(const CFinalInput& input);
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void TransitionToMorphBallState(float dt, CStateManager& mgr);
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void TransitionFromMorphBallState(float dt, CStateManager& mgr);
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float GetMaximumPlayerPositiveVerticalVelocity(const CStateManager& mgr) const;
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CVector3f CalculateLeftStickEdgePosition(float strafeInput, float forwardInput) const;
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bool AttachActorToPlayer(TUniqueId id, bool disableGun);
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void DetachActorFromPlayer();
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void RenderReflectedPlayer(CStateManager& mgr);
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bool HasTransitionBeamModel() const;
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void RenderGun(const CStateManager& mgr, const CVector3f& pos) const;
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bool GetCombatMode() const;
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bool GetExplorationMode() const;
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void SetScanningState(EPlayerScanState state, CStateManager& mgr);
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void UpdateSlideShowUnlocking(CStateManager& mgr); // name?
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bool ValidateScanning(const CFinalInput& input, CStateManager& mgr) const;
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float GetTransitionAlpha(const CVector3f& camPos, float zNear) const;
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void TakeDamage(bool significant, const CVector3f& location, float damage, EWeaponType type,
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CStateManager& mgr);
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bool WasDamaged() const;
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CVector3f GetDamageLocationWR() const;
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float GetPrevDamageAmount() const;
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float GetDamageAmount() const;
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bool ObjectInScanningRange(TUniqueId id, const CStateManager& mgr);
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void AsyncLoadSuit(CStateManager& mgr);
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bool IsPlayerDeadEnough() const;
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void SetControlDirectionInterpolation(float time);
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void ResetControlDirectionInterpolation();
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void DoThink(float dt, CStateManager& mgr); // name?
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void DoPreThink(float dt, CStateManager& mgr); // name?
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void SetPlayerHitWallDuringMove();
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void DoPostCameraStuff(float dt, CStateManager& mgr); // name?
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float UpdateCameraBob(float dt, CStateManager& mgr);
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void UpdateOrbitTarget(CStateManager& mgr);
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void UpdateOrbitOrientation(CStateManager& mgr);
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bool IsTransparent() const;
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CPlayerGun* PlayerGun() { return x490_gun.get(); }
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const CPlayerGun* GetPlayerGun() const { return x490_gun.get(); }
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CMorphBall* MorphBall() { return x768_morphball.get(); }
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const CMorphBall* GetMorphBall() const { return x768_morphball.get(); }
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float GetStaticTimer() const { return x740_staticTimer; }
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ESurfaceRestraints GetCurrentSurfaceRestraint() const { return x2ac_surfaceRestraint; }
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ESurfaceRestraints GetSurfaceRestraint() const {
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return x2b0_outOfWaterTicks == 2 ? GetCurrentSurfaceRestraint() : kSR_Water;
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}
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TUniqueId GetOrbitTargetId() const { return x310_orbitTargetId; }
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const CVector3f& GetOrbitPoint() const { return x314_orbitPoint; }
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TUniqueId GetOrbitNextTargetId() const { return x33c_orbitNextTargetId; }
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TUniqueId GetScanningObjectId() const { return x3b4_scanningObject; }
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EGrappleState GetGrappleState() const { return x3b8_grappleState; }
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bool IsInFreeLook() const { return x3dc_inFreeLook; }
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bool GetFreeLookStickState() const { return x3de_lookAnalogHeld; }
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TUniqueId GetAimTargetId() const { return x3f4_aimTarget; }
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EPlayerCameraState GetCameraState() const { return x2f4_cameraState; }
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void SetCameraState(EPlayerCameraState state, CStateManager& mgr);
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EGunHolsterState GetGunHolsterState() const { return x498_gunHolsterState; }
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NPlayer::EPlayerMovementState GetPlayerMovementState() const { return x258_movementState; }
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const CVector3f& GetAssistedTargetAim() const { return x480_assistedTargetAim; }
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// CPlayer::GetFlipSpiderBallControlY() const weak
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// CPlayer::GetFlipSpiderBallControlX() const weak
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bool IsInsideFluid() const { return x9c4_31_inWaterMovement; }
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void Teleport(const CTransform4f& xf, CStateManager& mgr, bool resetBallCam);
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void SetSpawnedMorphBallState(EPlayerMorphBallState state, CStateManager& mgr);
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const CVisorSteam& GetVisorSteam() const { return x7a0_visorSteam; }
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void SetVisorSteam(float targetAlpha, float alphaInDur, float alphaOutDir, CAssetId txtr,
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bool affectsThermal);
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CVector3f GetDampedClampedVelocityWR() const;
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float GetAverageSpeed() const;
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float GetGravity() const;
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float GetAttachedActorStruggle() const;
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void SetAttachedActorStruggle(float struggle) { xa28_attachedActorStruggle = struggle; }
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// PlayerHint
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// bool SetAreaPlayerHint(const CScriptPlayerHint& hint, CStateManager& mgr);
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void AddToPlayerHintRemoveList(TUniqueId id, CStateManager& mgr);
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void AddToPlayerHintAddList(TUniqueId id, CStateManager& mgr);
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// void DeactivatePlayerHint(TUniqueId id, CStateManager& mgr);
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// void UpdatePlayerHints(CStateManager& mgr);
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static int SfxIdFromMaterial(const CMaterialList& mat, const ushort* idList, int tableLen,
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ushort defId);
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private:
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NPlayer::EPlayerMovementState x258_movementState;
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rstl::vector< CToken > x25c_ballTransitionsRes;
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TUniqueId x26c_attachedActor;
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float x270_attachedActorTime;
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CPlayerEnergyDrain x274_energyDrain;
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float x288_startingJumpTimeout;
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float x28c_sjTimer;
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float x290_minJumpTimeout;
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float x294_jumpCameraTimer;
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int x298_jumpPresses;
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float x29c_fallCameraTimer;
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float x2a0_;
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bool x2a4_cancelCameraPitch;
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float x2a8_timeSinceJump;
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ESurfaceRestraints x2ac_surfaceRestraint;
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int x2b0_outOfWaterTicks;
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rstl::reserved_vector< float, 6 > x2b4_accelerationTable;
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uint x2d0_curAcceleration;
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float x2d4_accelerationChangeTimer;
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CAABox x2d8_fpBounds;
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float x2f0_ballTransHeight;
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EPlayerCameraState x2f4_cameraState;
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EPlayerMorphBallState x2f8_morphBallState;
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EPlayerMorphBallState x2fc_spawnedMorphBallState;
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float x300_fallingTime;
|
|
EPlayerOrbitState x304_orbitState;
|
|
EPlayerOrbitType x308_orbitType;
|
|
EOrbitBrokenType x30c_orbitBrokenType;
|
|
TUniqueId x310_orbitTargetId;
|
|
CVector3f x314_orbitPoint;
|
|
CVector3f x320_orbitVector;
|
|
float x32c_orbitModeTimer;
|
|
EPlayerZoneInfo x330_orbitZoneMode;
|
|
EPlayerZoneType x334_orbitType;
|
|
uint x338_;
|
|
TUniqueId x33c_orbitNextTargetId;
|
|
bool m_deferredOrbitObject;
|
|
float x340_;
|
|
rstl::vector< TUniqueId > x344_nearbyOrbitObjects;
|
|
rstl::vector< TUniqueId > x354_onScreenOrbitObjects;
|
|
rstl::vector< TUniqueId > x364_offScreenOrbitObjects;
|
|
bool x374_orbitLockEstablished;
|
|
float x378_orbitPreventionTimer;
|
|
bool x37c_sidewaysDashing;
|
|
float x380_strafeInputAtDash;
|
|
float x384_dashTimer;
|
|
float x388_dashButtonHoldTime;
|
|
bool x38c_doneSidewaysDashing;
|
|
uint x390_orbitSource;
|
|
bool x394_orbitingEnemy;
|
|
float x398_dashSpeedMultiplier;
|
|
bool x39c_noStrafeDashBlend;
|
|
float x3a0_dashDuration;
|
|
float x3a4_strafeDashBlendDuration;
|
|
EPlayerScanState x3a8_scanState;
|
|
float x3ac_scanningTime;
|
|
float x3b0_curScanTime;
|
|
TUniqueId x3b4_scanningObject;
|
|
EGrappleState x3b8_grappleState;
|
|
float x3bc_grappleSwingTimer;
|
|
CVector3f x3c0_grappleSwingAxis;
|
|
float x3cc_;
|
|
float x3d0_;
|
|
float x3d4_;
|
|
float x3d8_grappleJumpTimeout;
|
|
bool x3dc_inFreeLook;
|
|
bool x3dd_lookButtonHeld;
|
|
bool x3de_lookAnalogHeld;
|
|
float x3e0_curFreeLookCenteredTime;
|
|
float x3e4_freeLookYawAngle;
|
|
float x3e8_horizFreeLookAngleVel;
|
|
float x3ec_freeLookPitchAngle;
|
|
float x3f0_vertFreeLookAngleVel;
|
|
TUniqueId x3f4_aimTarget;
|
|
CVector3f x3f8_targetAimPosition;
|
|
TReservedAverage< CVector3f, 10 > x404_aimTargetAverage;
|
|
CVector3f x480_assistedTargetAim;
|
|
float x48c_aimTargetTimer;
|
|
rstl::single_ptr< CPlayerGun > x490_gun;
|
|
float x494_gunAlpha;
|
|
EGunHolsterState x498_gunHolsterState;
|
|
float x49c_gunHolsterRemTime;
|
|
rstl::single_ptr< CPlayerStuckTracker > x4a0_playerStuckTracker;
|
|
TReservedAverage< float, 20 > x4a4_moveSpeedAvg;
|
|
float x4f8_moveSpeed;
|
|
float x4fc_flatMoveSpeed;
|
|
CVector3f x500_lookDir;
|
|
CVector3f x50c_moveDir;
|
|
CVector3f x518_leaveMorphDir;
|
|
CVector3f x524_lastPosForDirCalc;
|
|
CVector3f x530_gunDir;
|
|
float x53c_timeMoving;
|
|
CVector3f x540_controlDir;
|
|
CVector3f x54c_controlDirFlat;
|
|
bool x558_wasDamaged;
|
|
float x55c_damageAmt;
|
|
float x560_prevDamageAmt;
|
|
CVector3f x564_damageLocation;
|
|
float x570_immuneTimer;
|
|
float x574_morphTime;
|
|
float x578_morphDuration;
|
|
uint x57c_;
|
|
uint x580_;
|
|
int x584_ballTransitionAnim;
|
|
float x588_alpha;
|
|
float x58c_transitionVel;
|
|
bool x590_leaveMorphballAllowed;
|
|
TReservedAverage< CTransform4f, 4 > x594_transisionBeamXfs;
|
|
TReservedAverage< CTransform4f, 4 > x658_transitionModelXfs;
|
|
TReservedAverage< float, 4 > x71c_transitionModelAlphas;
|
|
rstl::vector< rstl::auto_ptr< CModelData > > x730_transitionModels;
|
|
float x740_staticTimer;
|
|
float x744_staticOutSpeed;
|
|
float x748_staticInSpeed;
|
|
float x74c_visorStaticAlpha;
|
|
float x750_frozenTimeout;
|
|
int x754_iceBreakJumps;
|
|
float x758_frozenTimeoutBias;
|
|
int x75c_additionalIceBreakJumps;
|
|
bool x760_controlsFrozen;
|
|
float x764_controlsFrozenTimeout;
|
|
rstl::single_ptr< CMorphBall > x768_morphball;
|
|
rstl::single_ptr< CPlayerCameraBob > x76c_cameraBob;
|
|
CSfxHandle x770_damageLoopSfx;
|
|
float x774_samusVoiceTimeout;
|
|
CSfxHandle x778_dashSfx;
|
|
CSfxHandle x77c_samusVoiceSfx;
|
|
int x780_samusVoicePriority;
|
|
float x784_damageSfxTimer;
|
|
ushort x788_damageLoopSfxId;
|
|
float x78c_footstepSfxTimer;
|
|
EFootstepSfx x790_footstepSfxSel;
|
|
CVector3f x794_lastVelocity;
|
|
CVisorSteam x7a0_visorSteam;
|
|
CPlayerState::EPlayerSuit x7cc_transitionSuit;
|
|
CAnimRes x7d0_animRes;
|
|
CPlayerState::EBeamId x7ec_beam;
|
|
rstl::single_ptr< CModelData > x7f0_ballTransitionBeamModel;
|
|
CTransform4f x7f4_gunWorldXf;
|
|
float x824_transitionFilterTimer;
|
|
float x828_distanceUnderWater;
|
|
bool x82c_inLava;
|
|
TUniqueId x82e_ridingPlatform;
|
|
TUniqueId x830_playerHint;
|
|
uint x834_playerHintPriority;
|
|
rstl::reserved_vector< rstl::pair< uint, TUniqueId >, 32 > x838_playerHints;
|
|
rstl::reserved_vector< TUniqueId, 32 > x93c_playerHintsToRemove;
|
|
rstl::reserved_vector< TUniqueId, 32 > x980_playerHintsToAdd;
|
|
bool x9c4_24_visorChangeRequested : 1;
|
|
bool x9c4_25_showCrosshairs : 1;
|
|
bool x9c4_26_ : 1;
|
|
bool x9c4_27_canEnterMorphBall : 1;
|
|
bool x9c4_28_canLeaveMorphBall : 1;
|
|
bool x9c4_29_spiderBallControlXY : 1;
|
|
bool x9c4_30_controlDirOverride : 1;
|
|
bool x9c4_31_inWaterMovement : 1;
|
|
bool x9c5_24_ : 1;
|
|
bool x9c5_25_splashUpdated : 1;
|
|
bool x9c5_26_ : 1;
|
|
bool x9c5_27_camSubmerged : 1;
|
|
bool x9c5_28_slidingOnWall : 1;
|
|
bool x9c5_29_hitWall : 1;
|
|
bool x9c5_30_selectFluidBallSound : 1;
|
|
bool x9c5_31_stepCameraZBiasDirty : 1;
|
|
bool x9c6_24_extendTargetDistance : 1;
|
|
bool x9c6_25_interpolatingControlDir : 1;
|
|
bool x9c6_26_outOfBallLookAtHint : 1;
|
|
bool x9c6_27_aimingAtProjectile : 1;
|
|
bool x9c6_28_aligningGrappleSwingTurn : 1;
|
|
bool x9c6_29_disableInput : 1;
|
|
bool x9c6_30_newScanScanning : 1;
|
|
bool x9c6_31_overrideRadarRadius : 1;
|
|
bool x9c7_24_noDamageLoopSfx : 1;
|
|
bool x9c7_25_outOfBallLookAtHintActor : 1;
|
|
float x9c8_eyeZBias;
|
|
float x9cc_stepCameraZBias;
|
|
uint x9d0_bombJumpCount;
|
|
int x9d4_bombJumpCheckDelayFrames;
|
|
CVector3f x9d8_controlDirOverrideDir;
|
|
rstl::reserved_vector< TUniqueId, 5 > x9e4_orbitDisableList;
|
|
float x9f4_deathTime;
|
|
float x9f8_controlDirInterpTime;
|
|
float x9fc_controlDirInterpDur;
|
|
TUniqueId xa00_deathPowerBomb;
|
|
float xa04_preThinkDt;
|
|
CAssetId xa08_steamTextureId;
|
|
CAssetId xa0c_iceTextureId;
|
|
int xa10_envDmgCounter;
|
|
float xa14_envDmgCameraShakeTimer;
|
|
float xa18_phazonDamageLag;
|
|
float xa1c_threatOverride;
|
|
float xa20_radarXYRadiusOverride;
|
|
float xa24_radarZRadiusOverride;
|
|
float xa28_attachedActorStruggle;
|
|
int xa2c_damageLoopSfxDelayTicks;
|
|
float xa30_samusExhaustedVoiceTimer;
|
|
};
|
|
CHECK_SIZEOF(CPlayer, 0xa38)
|
|
|
|
#endif // _CPLAYER
|