First CPlayerGun::UpdateChargeState

This commit is contained in:
Henrique Gemignani Passos Lima
2026-07-04 15:46:33 +03:00
parent d921d18c2d
commit 5db0dd6255
7 changed files with 120 additions and 12 deletions
+27
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@@ -0,0 +1,27 @@
#ifndef _CRUMBLEMANAGER
#define _CRUMBLEMANAGER
#include "types.h"
#include "Kyoto/Input/CRumbleGenerator.hpp"
class CStateManager;
class CVector3f;
class CRumbleManager {
public:
CRumbleManager();
~CRumbleManager();
short Rumble(CStateManager&, const CVector3f&, ERumbleFxId, float, ERumblePriority);
short Rumble(CStateManager&, ERumbleFxId, float, ERumblePriority);
void StopRumble(short id);
void HardStopAll() { x0_rumbleGenerator.HardStopAll(); }
void Update(float dt);
private:
CRumbleGenerator x0_rumbleGenerator;
};
#endif // _CRUMBLEMANAGER
+1
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@@ -146,6 +146,7 @@ public:
const CPlayerState* GetPlayerState() const { return m_playerState; }
const CPlayerState* GetPlayerState(int playerIndex) const { return m_playerStates[playerIndex]; }
CPlayerState* PlayerState(int playerIndex) { return m_playerStates[playerIndex]; }
CRumbleManager* RumbleManager(int playerIndex) { return m_rumbleManagers[playerIndex]; }
int fn_800366e4(CActor *);
int fn_801EDD8C(TUniqueId) const;
+44 -6
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@@ -1,17 +1,24 @@
#ifndef _CPLAYERGUN
#define _CPLAYERGUN
#include "MetroidPrime//TGameTypes.hpp"
#include "MetroidPrime/CEntity.hpp"
#include "Kyoto/Math/CTransform4f.hpp"
#include "Kyoto/Audio/CSfxHandle.hpp"
#include "MetroidPrime/CActorLights.hpp"
class CWorldTransManager;
class CStateManager;
class CPlayer;
class CWorldShadow;
enum EChargeState {
kCS_Normal,
kCS_Charged,
};
class CPlayerGun {
class CPlayerGun : public CEntity {
public:
enum EChargePhase {
kCP_NotCharging,
@@ -21,11 +28,20 @@ public:
kCP_AnimAndSfx,
kCP_Phase_5,
};
enum ESeekerChargeState {
kSCS_NotCharging,
kSCS_State_1,
kSCS_State_2,
kSCS_State_3,
kSCS_FullyCharged,
// Ghidra has State 9 too
};
CPlayerGun(TUniqueId, int);
~CPlayerGun();
CPlayer* GetPlayer(CStateManager& mgr) const;
CPlayer* GetPlayerFromAll(CStateManager& mgr) const;
void PlayAnim(CStateManager&, int animType, int loop);
@@ -34,17 +50,39 @@ public:
void StopChargeSound(CStateManager&, bool);
void EnableChargeFx(CStateManager&, bool);
void UpdateChargeState(float dt, CStateManager& mgr);
void Charging(CStateManager&, int);
private:
char m_pad0[0x3a4]; // 0x000
CTransform4f m_0x24;
CTransform4f m_0x54;
float m_0x84;
float m_0x88;
float m_0x8c;
CWorldTransManager *m_worldTransManager;
CActorLights m_lights;
TUniqueId m_playerUniqueId;
TUniqueId m_lightId;
CWorldShadow* m_worldShadow;
float m_cooldown;
float m_0x384;
float m_gunHolsterRemTime;
char m_pad0[24];
EChargeState m_chargeState; // 0x3a4
char m_pad1[0x2EC]; // 0x3a8
EChargePhase m_chargePhase; // 0x694
char m_pad2[0xD8]; // 0x698
int m_0x770;
char m_pad3[0x9C]; // 0x774
ESeekerChargeState m_seekerChargeState; // 0x698
float m_timerRelatedToSeekers; // 0x69c
char m_pad2[0xD0]; // 0x6A0
int m_0x770; // 0x770
char m_pad4[0x2b]; // 0x774
unsigned char m_0x70f; // 0x70f
CSfxHandle m_chargeSfx; // 0x7a0
CSfxHandle m_sfxForShoot; // 0x7a4
short m_chargeRumbleHandle; // 0x7a8
float m_maybeChargeAnim; // 0x7ac
char m_pad3[0x60]; // 0x7B0
uint m_0x810_b0 : 1;
uint m_0x810_b1 : 1;
uint m_0x810_b2 : 1;
@@ -297,6 +297,7 @@ public:
void fn_80084B6C();
void fn_80084928(const UnknownPlayerStateStruct&);
float GetChargeBeamFactor() const { return chargeBeamFactor; }
float GetChargeAnimStart() const { return chargeAnimStart; }
void IncrementChargeBeamFactor(float);
void DecrementAmmoAndDisplayAlertIfOut(const CStateManager&, EItemType, int quantity);