CPlayerGun: Relocate file-static variables and constants into a single anonymous namespace

Keeps all file-static variables organized together.
This commit is contained in:
Lioncash 2020-03-09 16:14:58 -04:00
parent 3abaccb238
commit 1838e43078
1 changed files with 101 additions and 54 deletions

View File

@ -16,12 +16,109 @@
#include "Runtime/Weapon/CPowerBomb.hpp"
namespace urde {
namespace {
float kVerticalAngleTable[] = {-30.f, 0.f, 30.f};
float kHorizontalAngleTable[] = {30.f, 30.f, 30.f};
float kVerticalVarianceTable[] = {30.f, 30.f, 30.f};
static const zeus::CVector3f sGunScale(2.f);
constexpr zeus::CVector3f sGunScale(2.f);
static float kVerticalAngleTable[] = {-30.f, 0.f, 30.f};
static float kHorizontalAngleTable[] = {30.f, 30.f, 30.f};
static float kVerticalVarianceTable[] = {30.f, 30.f, 30.f};
constexpr u32 skBeamAnimIds[] = {
0,
1,
2,
1,
};
constexpr CPlayerState::EItemType skBeamArr[] = {
CPlayerState::EItemType::PowerBeam,
CPlayerState::EItemType::IceBeam,
CPlayerState::EItemType::WaveBeam,
CPlayerState::EItemType::PlasmaBeam,
};
constexpr CPlayerState::EItemType skBeamComboArr[] = {
CPlayerState::EItemType::SuperMissile,
CPlayerState::EItemType::IceSpreader,
CPlayerState::EItemType::Wavebuster,
CPlayerState::EItemType::Flamethrower,
};
constexpr ControlMapper::ECommands mBeamCtrlCmd[] = {
ControlMapper::ECommands::PowerBeam,
ControlMapper::ECommands::IceBeam,
ControlMapper::ECommands::WaveBeam,
ControlMapper::ECommands::PlasmaBeam,
};
constexpr u16 skFromMissileSound[] = {
SFXwpn_from_missile_power,
SFXwpn_from_missile_ice,
SFXwpn_from_missile_wave,
SFXwpn_from_missile_plasma,
};
constexpr u16 skFromBeamSound[] = {
SFXsfx0000,
SFXwpn_from_beam_ice,
SFXwpn_from_beam_wave,
SFXwpn_from_beam_plasma,
};
constexpr u16 skToMissileSound[] = {
SFXwpn_to_missile_power,
SFXwpn_to_missile_ice,
SFXwpn_to_missile_wave,
SFXwpn_to_missile_plasma,
};
constexpr u16 skIntoBeamSound[] = {
SFXsfx0000,
SFXwpn_into_beam_ice,
SFXwpn_into_beam_wave,
SFXwpn_into_beam_plasma,
};
constexpr float kChargeSpeed = 1.f / CPlayerState::GetMissileComboChargeFactor();
constexpr float kChargeFxStart = 1.f / CPlayerState::GetMissileComboChargeFactor();
constexpr float kChargeAnimStart = 0.25f / CPlayerState::GetMissileComboChargeFactor();
constexpr float kChargeStart = 0.025f / CPlayerState::GetMissileComboChargeFactor();
constexpr u16 skBeamChargeUpSound[] = {
SFXwpn_chargeup_power,
SFXwpn_chargeup_ice,
SFXwpn_chargeup_wave,
SFXwpn_chargeup_plasma,
};
constexpr CPlayerState::EItemType skItemArr[] = {
CPlayerState::EItemType::Invalid,
CPlayerState::EItemType::Missiles,
};
constexpr u16 skItemEmptySound[] = {
SFXsfx0000,
SFXwpn_empty_action,
};
constexpr float chargeShakeTbl[] = {
-0.001f,
0.f,
0.001f,
};
constexpr CMaterialFilter sAimFilter =
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
const CModelFlags kThermalFlags[] = {
{0, 0, 3, zeus::skWhite},
{5, 0, 3, zeus::CColor(0.f, 0.5f)},
{0, 0, 3, zeus::skWhite},
{0, 0, 3, zeus::skWhite},
};
const CModelFlags kHandThermalFlag = {7, 0, 3, zeus::skWhite};
const CModelFlags kHandHoloFlag = {1, 0, 3, zeus::CColor(0.75f, 0.5f, 0.f, 1.f)};
} // Anonymous namespace
float CPlayerGun::CMotionState::gGunExtendDistance = 0.125f;
float CPlayerGun::skTractorBeamFactor = 0.5f / CPlayerState::GetMissileComboChargeFactor();
@ -204,8 +301,6 @@ void CPlayerGun::SetGunLightActive(bool active, CStateManager& mgr) {
}
}
static const u32 skBeamAnimIds[] = {0, 1, 2, 1};
void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) {
const CPlayer& player = mgr.GetPlayer();
bool isUnmorphed = player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
@ -401,21 +496,6 @@ bool CPlayerGun::ExitMissile() {
return false;
}
static const CPlayerState::EItemType skBeamArr[] = {CPlayerState::EItemType::PowerBeam,
CPlayerState::EItemType::IceBeam, CPlayerState::EItemType::WaveBeam,
CPlayerState::EItemType::PlasmaBeam};
static const CPlayerState::EItemType skBeamComboArr[] = {
CPlayerState::EItemType::SuperMissile, CPlayerState::EItemType::IceSpreader, CPlayerState::EItemType::Wavebuster,
CPlayerState::EItemType::Flamethrower};
static const ControlMapper::ECommands mBeamCtrlCmd[] = {
ControlMapper::ECommands::PowerBeam,
ControlMapper::ECommands::IceBeam,
ControlMapper::ECommands::WaveBeam,
ControlMapper::ECommands::PlasmaBeam,
};
void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr) {
CPlayerState& playerState = *mgr.GetPlayerState();
float maxBeamInput = 0.f;
@ -500,12 +580,6 @@ void CPlayerGun::ResetBeamParams(CStateManager& mgr, const CPlayerState& playerS
x833_30_canShowAuxMuzzleEffect = true;
}
static const u16 skFromMissileSound[] = {SFXwpn_from_missile_power, SFXwpn_from_missile_ice, SFXwpn_from_missile_wave,
SFXwpn_from_missile_plasma};
static const u16 skFromBeamSound[] = {SFXsfx0000, SFXwpn_from_beam_ice, SFXwpn_from_beam_wave, SFXwpn_from_beam_plasma};
static const u16 skToMissileSound[] = {SFXwpn_to_missile_power, SFXwpn_to_missile_ice, SFXwpn_to_missile_wave,
SFXwpn_to_missile_plasma};
void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {
if (x338_nextState != ENextState::ChangeWeapon)
x72c_currentBeam->PlayAnim(type, loop);
@ -894,8 +968,6 @@ void CPlayerGun::CGunMorph::StartWipe(EDir dir) {
x24_24_morphing = true;
}
static const u16 skIntoBeamSound[] = {SFXsfx0000, SFXwpn_into_beam_ice, SFXwpn_into_beam_wave, SFXwpn_into_beam_plasma};
void CPlayerGun::ProcessGunMorph(float dt, CStateManager& mgr) {
bool isUnmorphed = mgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
switch (x678_morph.GetGunState()) {
@ -1058,14 +1130,6 @@ void CPlayerGun::EnableChargeFx(EChargeState state, CStateManager& mgr) {
x800_auxMuzzleGenerators[int(x320_currentAuxBeam)]->SetParticleEmission(true);
}
static constexpr float kChargeSpeed = 1.f / CPlayerState::GetMissileComboChargeFactor();
static constexpr float kChargeFxStart = 1.f / CPlayerState::GetMissileComboChargeFactor();
static constexpr float kChargeAnimStart = 0.25f / CPlayerState::GetMissileComboChargeFactor();
static constexpr float kChargeStart = 0.025f / CPlayerState::GetMissileComboChargeFactor();
static const u16 skBeamChargeUpSound[] = {SFXwpn_chargeup_power, SFXwpn_chargeup_ice, SFXwpn_chargeup_wave,
SFXwpn_chargeup_plasma};
void CPlayerGun::UpdateChargeState(float dt, CStateManager& mgr) {
switch (x32c_chargePhase) {
case EChargePhase::ChargeRequested:
@ -1258,11 +1322,6 @@ void CPlayerGun::CancelLockOn() {
}
}
static const CPlayerState::EItemType skItemArr[] = {CPlayerState::EItemType::Invalid,
CPlayerState::EItemType::Missiles};
static const u16 skItemEmptySound[] = {SFXsfx0000, SFXwpn_empty_action};
void CPlayerGun::FireSecondary(float dt, CStateManager& mgr) {
if (mgr.GetCameraManager()->IsInCinematicCamera())
return;
@ -1717,10 +1776,6 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
}
}
static const float chargeShakeTbl[] = {-0.001f, 0.f, 0.001f};
static const CMaterialFilter sAimFilter =
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr) {
CPlayer& player = mgr.GetPlayer();
CPlayerState& playerState = *mgr.GetPlayerState();
@ -2032,11 +2087,6 @@ void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frust
g_Renderer->AllocatePhazonSuitMaskTexture();
}
static const CModelFlags kThermalFlags[] = {{0, 0, 3, zeus::skWhite},
{5, 0, 3, zeus::CColor(0.f, 0.5f)},
{0, 0, 3, zeus::skWhite},
{0, 0, 3, zeus::skWhite}};
void CPlayerGun::RenderEnergyDrainEffects(const CStateManager& mgr) const {
if (TCastToConstPtr<CPlayer> player = mgr.GetObjectById(x538_playerId)) {
for (const auto& source : player->GetEnergyDrain().GetEnergyDrainSources()) {
@ -2087,9 +2137,6 @@ void CPlayerGun::DrawClipCube(const zeus::CAABox& aabb) const {
m_aaboxShader.draw(zeus::skClear);
}
static const CModelFlags kHandThermalFlag = {7, 0, 3, zeus::skWhite};
static const CModelFlags kHandHoloFlag = {1, 0, 3, zeus::CColor(0.75f, 0.5f, 0.f, 1.f)};
void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const {
SCOPED_GRAPHICS_DEBUG_GROUP("CPlayerGun::Render", zeus::skMagenta);