Files
prime/include/MetroidPrime/Tweaks/CTweakGunRes.hpp

61 lines
1.3 KiB
C++

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