mirror of https://github.com/PrimeDecomp/prime.git
63 lines
2.3 KiB
C++
63 lines
2.3 KiB
C++
#ifndef _CSCRIPTACTOR
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#define _CSCRIPTACTOR
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#include "types.h"
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#include "MetroidPrime/CDamageVulnerability.hpp"
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#include "MetroidPrime/CHealthInfo.hpp"
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#include "MetroidPrime/CPhysicsActor.hpp"
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class CActorParameters;
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class CScriptActor : public CPhysicsActor {
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public:
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CScriptActor(TUniqueId uid, const rstl::string& name, const CEntityInfo& info,
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const CTransform4f& xf, const CModelData& mData, const CAABox& aabb,
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const CMaterialList& matList, float mass, float zMomentum, const CHealthInfo& hInfo,
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const CDamageVulnerability& dVuln, const CActorParameters& actParms, bool looping,
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bool active, uint shaderIdx, float xrayAlpha, bool noThermalHotZ, bool castsShadow,
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bool scaleAdvancementDelta, bool materialFlag54);
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// CEntity
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~CScriptActor() override;
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void Accept(IVisitor& visitor) 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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CHealthInfo* HealthInfo(CStateManager&) override;
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const CDamageVulnerability* GetDamageVulnerability() 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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// CPhysicsActor
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EWeaponCollisionResponseTypes GetCollisionResponseType(const CVector3f&, const CVector3f&,
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const CWeaponMode&,
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int) const override;
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CAABox GetSortingBounds(const CStateManager&) const override;
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bool IsPlayerActor() const { return x2e3_24_isPlayerActor; }
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private:
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CHealthInfo x258_initialHealth;
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CHealthInfo x260_currentHealth;
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CDamageVulnerability x268_damageVulnerability;
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float x2d0_fadeInTime;
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float x2d4_fadeOutTime;
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int x2d8_shaderIdx;
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float x2dc_xrayAlpha;
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TUniqueId x2e0_triggerId;
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bool x2e2_24_noThermalHotZ : 1;
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bool x2e2_25_dead : 1;
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bool x2e2_26_animating : 1;
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bool x2e2_27_xrayAlphaEnabled : 1;
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bool x2e2_28_inXrayAlpha : 1;
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bool x2e2_29_processModelFlags : 1;
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bool x2e2_30_scaleAdvancementDelta : 1;
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bool x2e2_31_materialFlag54 : 1;
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bool x2e3_24_isPlayerActor : 1;
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};
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#endif // _CSCRIPTACTOR
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