mirror of https://github.com/AxioDL/metaforce.git
Runtime: Use nullptr where applicable
Same behavior, but no magic 0 value. While we're in the same area, we can do minor cosmetic changes.
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@ -97,8 +97,10 @@ void CRasterFont::SinglePassDrawString(const CDrawStringOptions& opts, int x, in
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if (opts.x0_direction == ETextDirection::Horizontal) {
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if (opts.x0_direction == ETextDirection::Horizontal) {
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x += glyph->GetLeftPadding();
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x += glyph->GetLeftPadding();
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if (prevGlyph != 0)
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if (prevGlyph != nullptr) {
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x += KernLookup(x1c_kerning, prevGlyph->GetKernStart(), *chr);
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x += KernLookup(x1c_kerning, prevGlyph->GetKernStart(), *chr);
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}
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int left = 0;
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int left = 0;
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int top = 0;
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int top = 0;
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@ -5,8 +5,9 @@
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namespace urde {
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namespace urde {
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void CFlameWarp::ModifyParticles(std::vector<CParticle>& particles) {
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void CFlameWarp::ModifyParticles(std::vector<CParticle>& particles) {
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if (x9c_stateMgr == 0 || particles.size() < 9)
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if (x9c_stateMgr == nullptr || particles.size() < 9) {
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return;
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return;
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}
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std::vector<std::pair<float, u8>> vec;
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std::vector<std::pair<float, u8>> vec;
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vec.reserve(particles.size());
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vec.reserve(particles.size());
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@ -1785,36 +1785,35 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
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void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr) {
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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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CPlayer& player = mgr.GetPlayer();
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CPlayerState& playerState = *mgr.GetPlayerState();
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CPlayerState& playerState = *mgr.GetPlayerState();
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bool isUnmorphed = player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
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const bool isUnmorphed = player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
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bool becameFrozen;
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bool becameFrozen = false;
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if (isUnmorphed)
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if (isUnmorphed) {
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becameFrozen = !x834_29_frozen && player.GetFrozenState();
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becameFrozen = !x834_29_frozen && player.GetFrozenState();
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else
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}
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becameFrozen = false;
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bool becameThawed;
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bool becameThawed = false;
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if (isUnmorphed)
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if (isUnmorphed) {
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becameThawed = x834_29_frozen && !player.GetFrozenState();
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becameThawed = x834_29_frozen && !player.GetFrozenState();
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else
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}
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becameThawed = false;
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x834_29_frozen = isUnmorphed && player.GetFrozenState();
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x834_29_frozen = isUnmorphed && player.GetFrozenState();
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float advDt;
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float advDt = dt;
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if (x834_29_frozen)
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if (x834_29_frozen) {
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advDt = 0.f;
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advDt = 0.f;
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else
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}
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advDt = dt;
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bool r23 = x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone;
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const bool r23 = x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone;
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if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay || r23)
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if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay || r23) {
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x6e0_rightHandModel.AdvanceAnimation(advDt, mgr, kInvalidAreaId, true);
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x6e0_rightHandModel.AdvanceAnimation(advDt, mgr, kInvalidAreaId, true);
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if (r23 && x734_loadingBeam != 0 && x734_loadingBeam != x72c_currentBeam) {
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}
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if (r23 && x734_loadingBeam != nullptr && x734_loadingBeam != x72c_currentBeam) {
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x744_auxWeapon->LoadIdle();
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x744_auxWeapon->LoadIdle();
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x734_loadingBeam->Update(advDt, mgr);
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x734_loadingBeam->Update(advDt, mgr);
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}
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}
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if (!x744_auxWeapon->IsLoaded())
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if (!x744_auxWeapon->IsLoaded()) {
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x744_auxWeapon->LoadIdle();
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x744_auxWeapon->LoadIdle();
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}
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if (becameFrozen) {
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if (becameFrozen) {
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x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::None);
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x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::None);
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@ -233,7 +233,7 @@ public:
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void RenderMorphBallTransitionFlash(const CStateManager&) const;
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void RenderMorphBallTransitionFlash(const CStateManager&) const;
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void UpdateIceBreakEffect(float dt);
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void UpdateIceBreakEffect(float dt);
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void RenderIceBreakEffect(const CStateManager& mgr) const;
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void RenderIceBreakEffect(const CStateManager& mgr) const;
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bool IsMorphBallTransitionFlashValid() const { return x19dc_morphBallTransitionFlashGen != 0; }
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bool IsMorphBallTransitionFlashValid() const { return x19dc_morphBallTransitionFlashGen != nullptr; }
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void RenderDamageEffects(const CStateManager& mgr, const zeus::CTransform& xf) const;
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void RenderDamageEffects(const CStateManager& mgr, const zeus::CTransform& xf) const;
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void UpdateHalfPipeStatus(CStateManager& mgr, float dt);
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void UpdateHalfPipeStatus(CStateManager& mgr, float dt);
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bool GetIsInHalfPipeMode() const { return x1df8_24_inHalfPipeMode; }
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bool GetIsInHalfPipeMode() const { return x1df8_24_inHalfPipeMode; }
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@ -80,7 +80,7 @@ private:
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u16 x1d0_sfx1;
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u16 x1d0_sfx1;
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u16 x1d2_sfx2;
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u16 x1d2_sfx2;
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u16 x1d4_sfx3;
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u16 x1d4_sfx3;
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CSfxHandle x1d8_sfxHandle = 0;
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CSfxHandle x1d8_sfxHandle;
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TLockedToken<CGenDescription> x1dc_particleGenDesc;
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TLockedToken<CGenDescription> x1dc_particleGenDesc;
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// TLockedToken<CGenDescription> x1e4_; both assign to x1dc_
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// TLockedToken<CGenDescription> x1e4_; both assign to x1dc_
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std::unique_ptr<CElementGen> x1ec_particleGen1;
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std::unique_ptr<CElementGen> x1ec_particleGen1;
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@ -1013,15 +1013,18 @@ CEntity* ScriptLoader::LoadBeetle(CStateManager& mgr, CInputStream& in, int prop
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}
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}
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CEntity* ScriptLoader::LoadHUDMemo(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info) {
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CEntity* ScriptLoader::LoadHUDMemo(CStateManager& mgr, CInputStream& in, int propCount, const CEntityInfo& info) {
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if (propCount != 5 && !EnsurePropertyCount(propCount, 6, "HUDMemo"))
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if (propCount != 5 && !EnsurePropertyCount(propCount, 6, "HUDMemo")) {
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return 0;
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return nullptr;
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std::string name = mgr.HashInstanceName(in);
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}
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CHUDMemoParms hParms(in);
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CScriptHUDMemo::EDisplayType displayType = CScriptHUDMemo::EDisplayType::MessageBox;
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const std::string name = mgr.HashInstanceName(in);
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if (propCount == 6)
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const CHUDMemoParms hParms(in);
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auto displayType = CScriptHUDMemo::EDisplayType::MessageBox;
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if (propCount == 6) {
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displayType = CScriptHUDMemo::EDisplayType(in.readUint32Big());
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displayType = CScriptHUDMemo::EDisplayType(in.readUint32Big());
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CAssetId message = in.readUint32Big();
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}
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bool active = in.readBool();
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const CAssetId message = in.readUint32Big();
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const bool active = in.readBool();
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return new CScriptHUDMemo(mgr.AllocateUniqueId(), name, info, hParms, displayType, message, active);
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return new CScriptHUDMemo(mgr.AllocateUniqueId(), name, info, hParms, displayType, message, active);
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}
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}
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