prime/include/MetroidPrime/Weapons/WeaponCommon.hpp
Luke Street 7ca3a1c0bb Replace int types in Retro code
Retro seemingly avoided using the Dolphin
typedefs in most places, opting to use int/uint
instead. This likely means they didn't use
u8/s8/u16/s16/etc either.


Former-commit-id: 133326ae406a0ebc76f56f8bcb489fda280be2be
2022-10-09 01:37:23 -04:00

36 lines
706 B
C++

#ifndef _WEAPONCOMMON
#define _WEAPONCOMMON
#ifndef _WEAPONCOMMON_HPP
#define _WEAPONCOMMON_HPP
#include "rstl/vector.hpp"
class CToken;
class CSfxHandle;
namespace NWeaponTypes {
enum EGunAnimType {
kGAT_BasePosition,
kGAT_Shoot,
kGAT_ChargeUp,
kGAT_ChargeLoop,
kGAT_ChargeShoot,
kGAT_FromMissile,
kGAT_ToMissile,
kGAT_MissileShoot,
kGAT_MissileReload,
kGAT_FromBeam,
kGAT_ToBeam
};
CSfxHandle play_sfx(ushort sfx, bool underwater, bool looped, short pan);
void get_token_vector(const CAnimData& animData, int begin, int end,
rstl::vector< CToken >& tokensOut, bool preLock);
} // namespace NWeaponTypes
#endif _WEAPONCOMMON_HPP
#endif // _WEAPONCOMMON