mirror of https://github.com/PrimeDecomp/prime.git
50 lines
1.5 KiB
C++
50 lines
1.5 KiB
C++
#ifndef _CELECTRICBEAMPROJECTILE
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#define _CELECTRICBEAMPROJECTILE
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#include "MetroidPrime/Weapons/CBeamProjectile.hpp"
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class CParticleElectric;
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class CElectricDescription;
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struct SElectricBeamInfo {
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TToken< CElectricDescription > x0_electricDescription;
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float x8_maxLength;
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float xc_radius;
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float x10_travelSpeed;
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CAssetId x14_particleId;
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float x18_fadeSpeed;
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float x1c_damageInterval;
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};
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class CElectricBeamProjectile : public CBeamProjectile {
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public:
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CElectricBeamProjectile(const TToken< CWeaponDescription >&, EWeaponType,
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const SElectricBeamInfo&, const CTransform4f&, EMaterialTypes,
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const CDamageInfo&, TUniqueId, TAreaId, TUniqueId, EProjectileAttrib);
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// CEntity
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void Accept(IVisitor&) override;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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// CActor
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void AddToRenderer(const CFrustumPlanes&, const CStateManager&) const override;
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void Touch(CActor&, CStateManager&) override;
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// CBeamProjectile
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void UpdateFx(const CTransform4f&, float, CStateManager&) override;
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void ResetBeam(CStateManager&, bool) override;
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void Fire(const CTransform4f&, CStateManager&, bool) override;
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private:
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rstl::single_ptr< CParticleElectric > x468_electric;
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TLockedToken< CGenDescription > x46c_genDescription;
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rstl::single_ptr< CElementGen > x478_elementGen;
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float x47c_fadeSpeed;
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float x480_intensity;
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float x484_damageTimer;
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float x488_damageInterval;
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bool x48c_;
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};
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#endif // _CELECTRICBEAMPROJECTILE
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