prime/include/MetroidPrime/ScriptObjects/CScriptActor.hpp

63 lines
2.3 KiB
C++

#ifndef _CSCRIPTACTOR
#define _CSCRIPTACTOR
#include "types.h"
#include "MetroidPrime/CDamageVulnerability.hpp"
#include "MetroidPrime/CHealthInfo.hpp"
#include "MetroidPrime/CPhysicsActor.hpp"
class CActorParameters;
class CScriptActor : public CPhysicsActor {
public:
CScriptActor(TUniqueId uid, const rstl::string& name, const CEntityInfo& info,
const CTransform4f& xf, const CModelData& mData, const CAABox& aabb,
const CMaterialList& matList, float mass, float zMomentum, const CHealthInfo& hInfo,
const CDamageVulnerability& dVuln, const CActorParameters& actParms, bool looping,
bool active, uint shaderIdx, float xrayAlpha, bool noThermalHotZ, bool castsShadow,
bool scaleAdvancementDelta, bool materialFlag54);
// CEntity
~CScriptActor() override;
void Accept(IVisitor& visitor) override;
void Think(float dt, CStateManager& mgr) override;
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
// CActor
void PreRender(CStateManager&, const CFrustumPlanes&) override;
CHealthInfo* HealthInfo(CStateManager&) override;
const CDamageVulnerability* GetDamageVulnerability() const override;
rstl::optional_object< CAABox > GetTouchBounds() const override;
void Touch(CActor&, CStateManager&) override;
// CPhysicsActor
EWeaponCollisionResponseTypes GetCollisionResponseType(const CVector3f&, const CVector3f&,
const CWeaponMode&,
int) const override;
CAABox GetSortingBounds(const CStateManager&) const override;
bool IsPlayerActor() const { return x2e3_24_isPlayerActor; }
private:
CHealthInfo x258_initialHealth;
CHealthInfo x260_currentHealth;
CDamageVulnerability x268_damageVulnerability;
float x2d0_fadeInTime;
float x2d4_fadeOutTime;
int x2d8_shaderIdx;
float x2dc_xrayAlpha;
TUniqueId x2e0_triggerId;
bool x2e2_24_noThermalHotZ : 1;
bool x2e2_25_dead : 1;
bool x2e2_26_animating : 1;
bool x2e2_27_xrayAlphaEnabled : 1;
bool x2e2_28_inXrayAlpha : 1;
bool x2e2_29_processModelFlags : 1;
bool x2e2_30_scaleAdvancementDelta : 1;
bool x2e2_31_materialFlag54 : 1;
bool x2e3_24_isPlayerActor : 1;
};
#endif // _CSCRIPTACTOR