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CSortedLists: Add names to all function prototypes

More self-documenting and allows parameter inspection in IDEs to
function nicer.
This commit is contained in:
Lioncash
2020-03-29 21:16:48 -04:00
parent eecd03428d
commit 0a366855bc
2 changed files with 42 additions and 40 deletions

View File

@@ -31,27 +31,27 @@ class CSortedListManager {
std::array<SNode, 1024> x0_nodes;
std::array<SSortedList, 6> xb000_sortedLists;
void Reset();
void AddToLinkedList(s16 a, s16& b, s16& c);
void RemoveFromList(ESortedList, s16);
void MoveInList(ESortedList, s16);
void InsertInList(ESortedList, SNode& node);
s16 FindInListUpper(ESortedList, float) const;
s16 FindInListLower(ESortedList, float) const;
s16 ConstructIntersectionArray(const zeus::CAABox&);
s16 CalculateIntersections(ESortedList, ESortedList, s16, s16, s16, s16, ESortedList, ESortedList, ESortedList,
ESortedList, const zeus::CAABox&);
void AddToLinkedList(s16 nodeId, s16& headId, s16& tailId);
void RemoveFromList(ESortedList list, s16 idx);
void MoveInList(ESortedList list, s16 idx);
void InsertInList(ESortedList list, SNode& node);
s16 FindInListUpper(ESortedList list, float value) const;
s16 FindInListLower(ESortedList list, float value) const;
s16 ConstructIntersectionArray(const zeus::CAABox& aabb);
s16 CalculateIntersections(ESortedList la, ESortedList lb, s16 a, s16 b, s16 c, s16 d, ESortedList slA,
ESortedList slB, ESortedList slC, ESortedList slD, const zeus::CAABox& aabb);
public:
CSortedListManager();
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const zeus::CVector3f&, const zeus::CVector3f&, float,
const CMaterialFilter&, const CActor*) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const CActor&, const zeus::CAABox&) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>&, const zeus::CAABox&, const CMaterialFilter&,
const CActor*) const;
void Remove(const CActor*);
void Move(const CActor* act, const zeus::CAABox& aabb);
void Insert(const CActor* act, const zeus::CAABox& aabb);
bool ActorInLists(const CActor* act) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CVector3f& pos,
const zeus::CVector3f& dir, float mag, const CMaterialFilter& filter, const CActor* actor) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const CActor& actor, const zeus::CAABox& aabb) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& out, const zeus::CAABox& aabb,
const CMaterialFilter& filter, const CActor* actor) const;
void Remove(const CActor* actor);
void Move(const CActor* actor, const zeus::CAABox& aabb);
void Insert(const CActor* actor, const zeus::CAABox& aabb);
bool ActorInLists(const CActor* actor) const;
};
} // namespace urde