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61 lines
1.3 KiB
C++
61 lines
1.3 KiB
C++
#ifndef _CTWEAKGUNRES
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#define _CTWEAKGUNRES
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#include "types.h"
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#include "MetroidPrime/Tweaks/ITweakObject.hpp"
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#include "MetroidPrime/Player/CPlayerState.hpp"
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#include <Kyoto/TOneStatic.hpp>
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#include "Kyoto/CObjectReference.hpp"
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#include "rstl/string.hpp"
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class CTweakGunRes : public ITweakObject, public TOneStatic< CTweakGunRes > {
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public:
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typedef CAssetId ResId;
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typedef rstl::vector< ResId > ResIdVec;
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void GetGrappleBeamFx(CInputStream& in);
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CTweakGunRes(CInputStream& in);
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~CTweakGunRes() override;
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ResId x4_gunMotion;
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ResId x8_grappleArm;
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ResId xc_rightHand;
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ResId x10_powerBeam;
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ResId x14_iceBeam;
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ResId x18_waveBeam;
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ResId x1c_plasmaBeam;
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ResId x20_phazonBeam;
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ResId x24_holoTransition;
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ResId x28_bombSet;
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ResId x2c_bombExplode;
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ResId x30_powerBombExplode;
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/* Power, Ice, Wave, Plasma, Phazon / Beam, Ball */
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ResIdVec x34_weaponPower;
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ResIdVec x44_weaponIce;
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ResIdVec x54_weaponWave;
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ResIdVec x64_weaponPlasma;
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ResIdVec x74_weaponPhazon;
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ResIdVec x84_muzzle;
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ResIdVec x94_charge;
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ResIdVec xa4_auxMuzzle;
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ResId xb4_grappleSegment;
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ResId xb8_grappleClaw;
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ResId xbc_grappleHit;
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ResId xc0_grappleMuzzle;
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ResId xc4_grappleSwoosh;
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const ResIdVec& GetBeamResIdVec(CPlayerState::EBeamId beam) const;
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};
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extern CTweakGunRes* gpTweakGunRes;
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#endif // _CTWEAKGUNRES
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