Files
Luke StreetandGitHub 596f979e57 CPlayerGun (#43)
* CPlayerGun (not cleaned up yet)

* Update tool versions

* Cleanup

* Cleanup some stuff

* Update CBomb ctor symbol in _01
2026-03-17 01:01:21 -06:00

86 lines
3.0 KiB
C++

#ifndef _CTWEAKPLAYERGUN
#define _CTWEAKPLAYERGUN
#include "types.h"
#include "MetroidPrime/CDamageInfo.hpp"
#include "MetroidPrime/Tweaks/ITweakObject.hpp"
#include "Kyoto/Math/CVector3f.hpp"
#include "Kyoto/TOneStatic.hpp"
#include "rstl/reserved_vector.hpp"
struct SWeaponInfo {
float x0_coolDown;
CDamageInfo x4_normal;
CDamageInfo x20_charged;
SWeaponInfo() : x0_coolDown(0.1f) {}
explicit SWeaponInfo(CInputStream& in);
};
class CTweakPlayerGun : public ITweakObject, public TOneStatic< CTweakPlayerGun > {
public:
CTweakPlayerGun(CInputStream& in);
~CTweakPlayerGun() override;
float GetUpLookAngle() const { return x4_upLookAngle; }
float GetDownLookAngle() const { return x8_downLookAngle; }
float GetVerticalSpread() const { return xc_verticalSpread; }
float GetHorizontalSpread() const { return x10_horizontalSpread; }
float GetHighVerticalSpread() const { return x14_highVerticalSpread; }
float GetHighHorizontalSpread() const { return x18_highHorizontalSpread; }
float GetLowVerticalSpread() const { return x1c_lowVerticalSpread; }
float GetLowHorizontalSpread() const { return x20_lowHorizontalSpread; }
float GetAimVerticalSpeed() const { return x24_aimVerticalSpeed; }
float GetAimHorizontalSpeed() const { return x28_aimHorizontalSpeed; }
float GetBombFuseTime() const { return x2c_bombFuseTime; }
float GetBombDropDelayTime() const { return x30_bombDropDelayTime; }
float GetHoloHoldTime() const { return x34_holoHoldTime; }
float GetGunTransformTime() const { return x38_gunTransformTime; }
float GetGunHolsterTime() const { return x3c_gunHolsterTime; }
float GetGunNotFiringTime() const { return x40_gunNotFiringTime; }
float GetFixedVerticalAim() const { return x44_fixedVerticalAim; }
float GetGunExtendDistance() const { return x48_gunExtendDistance; }
const CVector3f& GetGunPosition() const { return x4c_gunPosition; }
const CVector3f& GetGrapplingArmPosition() const { return x64_grapplingArmPosition; }
const SWeaponInfo& GetBeamInfo(int beam) const;
const CDamageInfo& GetBombInfo() const { return x70_bomb; }
// private:
float x4_upLookAngle;
float x8_downLookAngle;
float xc_verticalSpread;
float x10_horizontalSpread;
float x14_highVerticalSpread;
float x18_highHorizontalSpread;
float x1c_lowVerticalSpread;
float x20_lowHorizontalSpread;
float x24_aimVerticalSpeed;
float x28_aimHorizontalSpeed;
float x2c_bombFuseTime;
float x30_bombDropDelayTime;
float x34_holoHoldTime;
float x38_gunTransformTime;
float x3c_gunHolsterTime;
float x40_gunNotFiringTime;
float x44_fixedVerticalAim;
float x48_gunExtendDistance;
CVector3f x4c_gunPosition;
CVector3f x58_;
CVector3f x64_grapplingArmPosition;
CDamageInfo x70_bomb;
CDamageInfo x8c_powerBomb;
CDamageInfo x1d4_missile;
SWeaponInfo xa8_beams[5];
rstl::reserved_vector< CDamageInfo, 5 > x1f0_combos;
rstl::reserved_vector< float, 5 > x280_ricochetData;
};
extern CTweakPlayerGun* gpTweakPlayerGun;
#endif // _CTWEAKPLAYERGUN