mirror of https://github.com/AxioDL/metaforce.git
CPlayerGun: Relocate file-static variables and constants into a single anonymous namespace
Keeps all file-static variables organized together.
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3abaccb238
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1838e43078
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@ -16,12 +16,109 @@
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#include "Runtime/Weapon/CPowerBomb.hpp"
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namespace urde {
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namespace {
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float kVerticalAngleTable[] = {-30.f, 0.f, 30.f};
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float kHorizontalAngleTable[] = {30.f, 30.f, 30.f};
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float kVerticalVarianceTable[] = {30.f, 30.f, 30.f};
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static const zeus::CVector3f sGunScale(2.f);
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constexpr zeus::CVector3f sGunScale(2.f);
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static float kVerticalAngleTable[] = {-30.f, 0.f, 30.f};
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static float kHorizontalAngleTable[] = {30.f, 30.f, 30.f};
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static float kVerticalVarianceTable[] = {30.f, 30.f, 30.f};
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constexpr u32 skBeamAnimIds[] = {
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0,
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1,
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2,
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1,
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};
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constexpr CPlayerState::EItemType skBeamArr[] = {
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CPlayerState::EItemType::PowerBeam,
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CPlayerState::EItemType::IceBeam,
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CPlayerState::EItemType::WaveBeam,
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CPlayerState::EItemType::PlasmaBeam,
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};
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constexpr CPlayerState::EItemType skBeamComboArr[] = {
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CPlayerState::EItemType::SuperMissile,
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CPlayerState::EItemType::IceSpreader,
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CPlayerState::EItemType::Wavebuster,
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CPlayerState::EItemType::Flamethrower,
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};
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constexpr ControlMapper::ECommands mBeamCtrlCmd[] = {
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ControlMapper::ECommands::PowerBeam,
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ControlMapper::ECommands::IceBeam,
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ControlMapper::ECommands::WaveBeam,
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ControlMapper::ECommands::PlasmaBeam,
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};
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constexpr u16 skFromMissileSound[] = {
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SFXwpn_from_missile_power,
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SFXwpn_from_missile_ice,
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SFXwpn_from_missile_wave,
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SFXwpn_from_missile_plasma,
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};
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constexpr u16 skFromBeamSound[] = {
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SFXsfx0000,
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SFXwpn_from_beam_ice,
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SFXwpn_from_beam_wave,
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SFXwpn_from_beam_plasma,
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};
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constexpr u16 skToMissileSound[] = {
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SFXwpn_to_missile_power,
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SFXwpn_to_missile_ice,
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SFXwpn_to_missile_wave,
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SFXwpn_to_missile_plasma,
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};
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constexpr u16 skIntoBeamSound[] = {
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SFXsfx0000,
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SFXwpn_into_beam_ice,
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SFXwpn_into_beam_wave,
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SFXwpn_into_beam_plasma,
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};
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constexpr float kChargeSpeed = 1.f / CPlayerState::GetMissileComboChargeFactor();
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constexpr float kChargeFxStart = 1.f / CPlayerState::GetMissileComboChargeFactor();
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constexpr float kChargeAnimStart = 0.25f / CPlayerState::GetMissileComboChargeFactor();
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constexpr float kChargeStart = 0.025f / CPlayerState::GetMissileComboChargeFactor();
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constexpr u16 skBeamChargeUpSound[] = {
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SFXwpn_chargeup_power,
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SFXwpn_chargeup_ice,
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SFXwpn_chargeup_wave,
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SFXwpn_chargeup_plasma,
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};
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constexpr CPlayerState::EItemType skItemArr[] = {
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CPlayerState::EItemType::Invalid,
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CPlayerState::EItemType::Missiles,
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};
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constexpr u16 skItemEmptySound[] = {
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SFXsfx0000,
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SFXwpn_empty_action,
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};
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constexpr float chargeShakeTbl[] = {
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-0.001f,
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0.f,
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0.001f,
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};
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constexpr CMaterialFilter sAimFilter =
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CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
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const CModelFlags kThermalFlags[] = {
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{0, 0, 3, zeus::skWhite},
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{5, 0, 3, zeus::CColor(0.f, 0.5f)},
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{0, 0, 3, zeus::skWhite},
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{0, 0, 3, zeus::skWhite},
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};
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const CModelFlags kHandThermalFlag = {7, 0, 3, zeus::skWhite};
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const CModelFlags kHandHoloFlag = {1, 0, 3, zeus::CColor(0.75f, 0.5f, 0.f, 1.f)};
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} // Anonymous namespace
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float CPlayerGun::CMotionState::gGunExtendDistance = 0.125f;
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float CPlayerGun::skTractorBeamFactor = 0.5f / CPlayerState::GetMissileComboChargeFactor();
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@ -204,8 +301,6 @@ void CPlayerGun::SetGunLightActive(bool active, CStateManager& mgr) {
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}
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}
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static const u32 skBeamAnimIds[] = {0, 1, 2, 1};
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void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) {
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const CPlayer& player = mgr.GetPlayer();
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bool isUnmorphed = player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
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@ -401,21 +496,6 @@ bool CPlayerGun::ExitMissile() {
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return false;
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}
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static const CPlayerState::EItemType skBeamArr[] = {CPlayerState::EItemType::PowerBeam,
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CPlayerState::EItemType::IceBeam, CPlayerState::EItemType::WaveBeam,
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CPlayerState::EItemType::PlasmaBeam};
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static const CPlayerState::EItemType skBeamComboArr[] = {
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CPlayerState::EItemType::SuperMissile, CPlayerState::EItemType::IceSpreader, CPlayerState::EItemType::Wavebuster,
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CPlayerState::EItemType::Flamethrower};
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static const ControlMapper::ECommands mBeamCtrlCmd[] = {
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ControlMapper::ECommands::PowerBeam,
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ControlMapper::ECommands::IceBeam,
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ControlMapper::ECommands::WaveBeam,
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ControlMapper::ECommands::PlasmaBeam,
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};
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void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr) {
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CPlayerState& playerState = *mgr.GetPlayerState();
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float maxBeamInput = 0.f;
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@ -500,12 +580,6 @@ void CPlayerGun::ResetBeamParams(CStateManager& mgr, const CPlayerState& playerS
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x833_30_canShowAuxMuzzleEffect = true;
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}
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static const u16 skFromMissileSound[] = {SFXwpn_from_missile_power, SFXwpn_from_missile_ice, SFXwpn_from_missile_wave,
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SFXwpn_from_missile_plasma};
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static const u16 skFromBeamSound[] = {SFXsfx0000, SFXwpn_from_beam_ice, SFXwpn_from_beam_wave, SFXwpn_from_beam_plasma};
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static const u16 skToMissileSound[] = {SFXwpn_to_missile_power, SFXwpn_to_missile_ice, SFXwpn_to_missile_wave,
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SFXwpn_to_missile_plasma};
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void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {
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if (x338_nextState != ENextState::ChangeWeapon)
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x72c_currentBeam->PlayAnim(type, loop);
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@ -894,8 +968,6 @@ void CPlayerGun::CGunMorph::StartWipe(EDir dir) {
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x24_24_morphing = true;
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}
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static const u16 skIntoBeamSound[] = {SFXsfx0000, SFXwpn_into_beam_ice, SFXwpn_into_beam_wave, SFXwpn_into_beam_plasma};
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void CPlayerGun::ProcessGunMorph(float dt, CStateManager& mgr) {
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bool isUnmorphed = mgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
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switch (x678_morph.GetGunState()) {
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@ -1058,14 +1130,6 @@ void CPlayerGun::EnableChargeFx(EChargeState state, CStateManager& mgr) {
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x800_auxMuzzleGenerators[int(x320_currentAuxBeam)]->SetParticleEmission(true);
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}
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static constexpr float kChargeSpeed = 1.f / CPlayerState::GetMissileComboChargeFactor();
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static constexpr float kChargeFxStart = 1.f / CPlayerState::GetMissileComboChargeFactor();
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static constexpr float kChargeAnimStart = 0.25f / CPlayerState::GetMissileComboChargeFactor();
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static constexpr float kChargeStart = 0.025f / CPlayerState::GetMissileComboChargeFactor();
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static const u16 skBeamChargeUpSound[] = {SFXwpn_chargeup_power, SFXwpn_chargeup_ice, SFXwpn_chargeup_wave,
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SFXwpn_chargeup_plasma};
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void CPlayerGun::UpdateChargeState(float dt, CStateManager& mgr) {
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switch (x32c_chargePhase) {
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case EChargePhase::ChargeRequested:
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@ -1258,11 +1322,6 @@ void CPlayerGun::CancelLockOn() {
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}
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}
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static const CPlayerState::EItemType skItemArr[] = {CPlayerState::EItemType::Invalid,
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CPlayerState::EItemType::Missiles};
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static const u16 skItemEmptySound[] = {SFXsfx0000, SFXwpn_empty_action};
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void CPlayerGun::FireSecondary(float dt, CStateManager& mgr) {
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if (mgr.GetCameraManager()->IsInCinematicCamera())
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return;
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@ -1717,10 +1776,6 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
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}
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}
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static const float chargeShakeTbl[] = {-0.001f, 0.f, 0.001f};
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static const CMaterialFilter sAimFilter =
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CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
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void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr) {
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CPlayer& player = mgr.GetPlayer();
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CPlayerState& playerState = *mgr.GetPlayerState();
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@ -2032,11 +2087,6 @@ void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frust
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g_Renderer->AllocatePhazonSuitMaskTexture();
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}
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static const CModelFlags kThermalFlags[] = {{0, 0, 3, zeus::skWhite},
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{5, 0, 3, zeus::CColor(0.f, 0.5f)},
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{0, 0, 3, zeus::skWhite},
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{0, 0, 3, zeus::skWhite}};
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void CPlayerGun::RenderEnergyDrainEffects(const CStateManager& mgr) const {
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if (TCastToConstPtr<CPlayer> player = mgr.GetObjectById(x538_playerId)) {
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for (const auto& source : player->GetEnergyDrain().GetEnergyDrainSources()) {
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@ -2087,9 +2137,6 @@ void CPlayerGun::DrawClipCube(const zeus::CAABox& aabb) const {
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m_aaboxShader.draw(zeus::skClear);
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}
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static const CModelFlags kHandThermalFlag = {7, 0, 3, zeus::skWhite};
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static const CModelFlags kHandHoloFlag = {1, 0, 3, zeus::CColor(0.75f, 0.5f, 0.f, 1.f)};
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void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const {
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SCOPED_GRAPHICS_DEBUG_GROUP("CPlayerGun::Render", zeus::skMagenta);
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