mirror of https://github.com/AxioDL/metaforce.git
CMapWorld: Remove usages of const_cast
Internals of this class are definitely being modified through some of these calls, so they should be made non-const. This allows the modifications to have their const_cast calls removed, making the code a little nicer to read.
This commit is contained in:
parent
6ddbd15cfc
commit
1fa74087fc
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@ -194,7 +194,7 @@ bool CAutoMapper::HasCurrentMapUniverseWorld() const {
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return false;
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}
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bool CAutoMapper::CheckDummyWorldLoad(const CStateManager& mgr) {
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bool CAutoMapper::CheckDummyWorldLoad(CStateManager& mgr) {
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const CMapUniverse::CMapWorldData& mapuWld = x8_mapu->GetMapWorldData(x9c_worldIdx);
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auto& dummyWorld = x14_dummyWorlds[x9c_worldIdx];
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if (!dummyWorld) {
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@ -222,7 +222,7 @@ bool CAutoMapper::CheckDummyWorldLoad(const CStateManager& mgr) {
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return true;
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}
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void CAutoMapper::UpdateHintNavigation(float dt, const CStateManager& mgr) {
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void CAutoMapper::UpdateHintNavigation(float dt, CStateManager& mgr) {
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SAutoMapperHintStep& nextStep = x1e0_hintSteps.front();
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bool oldProcessing = nextStep.x8_processing;
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nextStep.x8_processing = true;
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@ -321,7 +321,7 @@ void CAutoMapper::SetCurWorldAssetId(CAssetId mlvlId) {
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}
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}
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void CAutoMapper::BeginMapperStateTransition(EAutoMapperState state, const CStateManager& mgr) {
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void CAutoMapper::BeginMapperStateTransition(EAutoMapperState state, CStateManager& mgr) {
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if (state == x1c0_nextState)
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return;
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if ((state == EAutoMapperState::MiniMap && x1c0_nextState != EAutoMapperState::MiniMap) ||
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@ -378,7 +378,7 @@ void CAutoMapper::CompleteMapperStateTransition(const CStateManager& mgr) {
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if (x1c0_nextState == EAutoMapperState::MapScreen) {
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const CMapWorldInfo& mwInfo = *g_GameState->StateForWorld(x24_world->IGetWorldAssetId()).MapWorldInfo();
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x24_world->IGetMapWorld()->RecalculateWorldSphere(mwInfo, *x24_world);
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x24_world->IMapWorld()->RecalculateWorldSphere(mwInfo, *x24_world);
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x1d8_flashTimer = 0.f;
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x1dc_playerFlashPulse = 0.f;
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}
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@ -784,7 +784,7 @@ void CAutoMapper::SetShouldRotatingSoundBePlaying(bool b) {
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}
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}
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void CAutoMapper::ProcessMapScreenInput(const CFinalInput& input, const CStateManager& mgr) {
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void CAutoMapper::ProcessMapScreenInput(const CFinalInput& input, CStateManager& mgr) {
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zeus::CMatrix3f camRot = xa8_renderStates[0].x8_camOrientation.toTransform().buildMatrix3f();
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if (x1bc_state == EAutoMapperState::MapScreen) {
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if ((input.PA() || input.PSpecialKey(boo::ESpecialKey::Enter)) && x328_ == 0 && HasCurrentMapUniverseWorld())
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@ -911,7 +911,7 @@ zeus::CVector2i CAutoMapper::GetMapScreenViewportSize() {
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}
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float CAutoMapper::GetMapAreaMaxDrawDepth(const CStateManager&, TAreaId aid) const {
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return x24_world->IGetMapWorld()->GetCurrentMapAreaDepth(*x24_world, aid);
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return x24_world->IMapWorld()->GetCurrentMapAreaDepth(*x24_world, aid);
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}
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float CAutoMapper::GetMapAreaMiniMapDrawAlphaSurfaceVisited(const CStateManager& stateMgr) {
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@ -1224,7 +1224,7 @@ void CAutoMapper::Update(float dt, const CStateManager& mgr) {
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else
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xa8_renderStates[1].x18_camDist -= 3.f;
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} else if (x1bc_state != EAutoMapperState::MiniMap && x1c0_nextState != EAutoMapperState::MiniMap && x24_world) {
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x24_world->IGetMapWorld()->RecalculateWorldSphere(
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x24_world->IMapWorld()->RecalculateWorldSphere(
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*g_GameState->StateForWorld(x24_world->IGetWorldAssetId()).MapWorldInfo(), *x24_world);
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}
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}
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@ -1341,7 +1341,7 @@ void CAutoMapper::Draw(const CStateManager& mgr, const zeus::CTransform& xf, flo
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if (x1bc_state != EAutoMapperState::MiniMap && x1c0_nextState != EAutoMapperState::MiniMap) {
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if (universeInterp < 1.f && x24_world) {
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const CMapWorldInfo& mwInfo = *g_GameState->StateForWorld(x24_world->IGetWorldAssetId()).MapWorldInfo();
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const CMapWorld* mw = x24_world->IGetMapWorld();
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CMapWorld* mw = x24_world->IMapWorld();
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float hintFlash = 0.f;
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if (x1e0_hintSteps.size() && x1e0_hintSteps.front().x0_type == SAutoMapperHintStep::Type::ShowBeacon) {
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if (xa0_curAreaId == mgr.GetNextAreaId() && x24_world == mgr.GetWorld()) {
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@ -1360,35 +1360,37 @@ void CAutoMapper::Draw(const CStateManager& mgr, const zeus::CTransform& xf, flo
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}
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}
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}
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zeus::CTransform modelXf = planeXf * preXf;
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CMapWorld::CMapWorldDrawParms parms(xa8_renderStates[0].x34_alphaSurfaceVisited * alphaInterp,
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xa8_renderStates[0].x38_alphaOutlineVisited * alphaInterp,
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xa8_renderStates[0].x3c_alphaSurfaceUnvisited * alphaInterp,
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xa8_renderStates[0].x40_alphaOutlineUnvisited * alphaInterp, mapAlpha, 2.f,
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mgr, modelXf, camXf, *x24_world, mwInfo, x1dc_playerFlashPulse, hintFlash,
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objectScale, true);
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const zeus::CTransform modelXf = planeXf * preXf;
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const CMapWorld::CMapWorldDrawParms parms(xa8_renderStates[0].x34_alphaSurfaceVisited * alphaInterp,
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xa8_renderStates[0].x38_alphaOutlineVisited * alphaInterp,
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xa8_renderStates[0].x3c_alphaSurfaceUnvisited * alphaInterp,
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xa8_renderStates[0].x40_alphaOutlineUnvisited * alphaInterp, mapAlpha,
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2.f, mgr, modelXf, camXf, *x24_world, mwInfo, x1dc_playerFlashPulse,
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hintFlash, objectScale, true);
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mw->Draw(parms, xa0_curAreaId, xa0_curAreaId, xa8_renderStates[0].x2c_drawDepth1,
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xa8_renderStates[0].x30_drawDepth2, true);
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}
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} else if (IsInMapperState(EAutoMapperState::MiniMap)) {
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const CMapWorld* mw = x24_world->IGetMapWorld();
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CMapWorld* mw = x24_world->IMapWorld();
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const CMapWorldInfo& mwInfo = *g_GameState->StateForWorld(x24_world->IGetWorldAssetId()).MapWorldInfo();
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CMapWorld::CMapWorldDrawParms parms(xa8_renderStates[0].x34_alphaSurfaceVisited * alphaInterp,
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xa8_renderStates[0].x38_alphaOutlineVisited * alphaInterp,
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xa8_renderStates[0].x3c_alphaSurfaceUnvisited * alphaInterp,
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xa8_renderStates[0].x40_alphaOutlineUnvisited * alphaInterp, mapAlpha, 1.f, mgr,
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planeXf, camXf, *x24_world, mwInfo, 0.f, 0.f, objectScale, false);
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const CMapWorld::CMapWorldDrawParms parms(xa8_renderStates[0].x34_alphaSurfaceVisited * alphaInterp,
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xa8_renderStates[0].x38_alphaOutlineVisited * alphaInterp,
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xa8_renderStates[0].x3c_alphaSurfaceUnvisited * alphaInterp,
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xa8_renderStates[0].x40_alphaOutlineUnvisited * alphaInterp, mapAlpha,
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1.f, mgr, planeXf, camXf, *x24_world, mwInfo, 0.f, 0.f, objectScale,
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false);
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mw->Draw(parms, xa0_curAreaId, xa4_otherAreaId, xa8_renderStates[0].x2c_drawDepth1,
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xa8_renderStates[0].x30_drawDepth2, false);
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} else {
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const CMapWorld* mw = x24_world->IGetMapWorld();
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CMapWorld* mw = x24_world->IMapWorld();
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const CMapWorldInfo& mwInfo = *g_GameState->StateForWorld(x24_world->IGetWorldAssetId()).MapWorldInfo();
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zeus::CTransform modelXf = planeXf * preXf;
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CMapWorld::CMapWorldDrawParms parms(xa8_renderStates[0].x34_alphaSurfaceVisited * alphaInterp,
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xa8_renderStates[0].x38_alphaOutlineVisited * alphaInterp,
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xa8_renderStates[0].x3c_alphaSurfaceUnvisited * alphaInterp,
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xa8_renderStates[0].x40_alphaOutlineUnvisited * alphaInterp, mapAlpha, 2.f, mgr,
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modelXf, camXf, *x24_world, mwInfo, 0.f, 0.f, objectScale, true);
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const CMapWorld::CMapWorldDrawParms parms(xa8_renderStates[0].x34_alphaSurfaceVisited * alphaInterp,
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xa8_renderStates[0].x38_alphaOutlineVisited * alphaInterp,
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xa8_renderStates[0].x3c_alphaSurfaceUnvisited * alphaInterp,
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xa8_renderStates[0].x40_alphaOutlineUnvisited * alphaInterp, mapAlpha,
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2.f, mgr, modelXf, camXf, *x24_world, mwInfo, 0.f, 0.f, objectScale,
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true);
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mw->Draw(parms, xa0_curAreaId, xa0_curAreaId, xa8_renderStates[0].x2c_drawDepth1,
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xa8_renderStates[0].x30_drawDepth2, false);
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}
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@ -1410,8 +1412,8 @@ void CAutoMapper::Draw(const CStateManager& mgr, const zeus::CTransform& xf, flo
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}
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}
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CMapUniverse::CMapUniverseDrawParms parms(universeInterp, x9c_worldIdx, g_GameState->CurrentWorldAssetId(), hexIdx,
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x1dc_playerFlashPulse, mgr, planeXf, camXf);
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const CMapUniverse::CMapUniverseDrawParms parms(universeInterp, x9c_worldIdx, g_GameState->CurrentWorldAssetId(),
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hexIdx, x1dc_playerFlashPulse, mgr, planeXf, camXf);
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x8_mapu->Draw(parms, zeus::skZero3f, 0.f, 0.f);
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}
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@ -1601,7 +1603,7 @@ CAssetId CAutoMapper::GetAreaHintDescriptionString(CAssetId mreaId) {
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return -1;
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}
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void CAutoMapper::OnNewInGameGuiState(EInGameGuiState state, const CStateManager& mgr) {
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void CAutoMapper::OnNewInGameGuiState(EInGameGuiState state, CStateManager& mgr) {
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if (state == EInGameGuiState::MapScreen) {
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MP1::CMain::EnsureWorldPaksReady();
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const CWorld& wld = *mgr.GetWorld();
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@ -128,7 +128,7 @@ private:
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ELoadPhase x4_loadPhase = ELoadPhase::LoadResources;
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TLockedToken<CMapUniverse> x8_mapu;
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std::vector<std::unique_ptr<IWorld>> x14_dummyWorlds;
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const CWorld* x24_world;
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CWorld* x24_world;
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TLockedToken<CGuiFrame> x28_frmeMapScreen; // Used to be ptr
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bool m_frmeInitialized = false;
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TLockedToken<CModel> x30_miniMapSamus;
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@ -197,8 +197,8 @@ private:
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void LeaveMapScreen(const CStateManager& mgr);
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void SetupMiniMapWorld(const CStateManager& mgr);
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bool HasCurrentMapUniverseWorld() const;
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bool CheckDummyWorldLoad(const CStateManager& mgr);
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void UpdateHintNavigation(float dt, const CStateManager& mgr);
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bool CheckDummyWorldLoad(CStateManager& mgr);
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void UpdateHintNavigation(float dt, CStateManager& mgr);
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static zeus::CVector2i GetMiniMapViewportSize();
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static zeus::CVector2i GetMapScreenViewportSize();
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static float GetMapAreaMiniMapDrawDepth() { return 2.f; }
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@ -241,7 +241,7 @@ public:
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void Update(float dt, const CStateManager& mgr);
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void Draw(const CStateManager&, const zeus::CTransform&, float) const;
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float GetTimeIntoInterpolation() const { return x1c8_interpTime; }
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void BeginMapperStateTransition(EAutoMapperState, const CStateManager&);
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void BeginMapperStateTransition(EAutoMapperState, CStateManager&);
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void CompleteMapperStateTransition(const CStateManager&);
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void ResetInterpolationTimer(float);
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SAutoMapperRenderState BuildMiniMapWorldRenderState(const CStateManager&, const zeus::CQuaternion&, TAreaId) const;
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@ -250,7 +250,7 @@ public:
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SAutoMapperRenderState BuildMapScreenUniverseRenderState(const CStateManager&, const zeus::CQuaternion&,
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TAreaId) const;
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void LeaveMapScreenState();
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void ProcessMapScreenInput(const CFinalInput& input, const CStateManager& mgr);
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void ProcessMapScreenInput(const CFinalInput& input, CStateManager& mgr);
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zeus::CQuaternion GetMiniMapCameraOrientation(const CStateManager&) const;
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zeus::CVector3f GetAreaPointOfInterest(const CStateManager&, TAreaId) const;
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TAreaId FindClosestVisibleArea(const zeus::CVector3f&, const zeus::CUnitVector3f&, const CStateManager&,
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@ -267,7 +267,7 @@ public:
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bool IsFullyOutOfMiniMapState() const {
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return x1bc_state != EAutoMapperState::MiniMap && x1c0_nextState != EAutoMapperState::MiniMap;
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}
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void OnNewInGameGuiState(EInGameGuiState, const CStateManager&);
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void OnNewInGameGuiState(EInGameGuiState, CStateManager&);
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float GetInterp() const {
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if (x1c4_interpDur > 0.f)
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return x1c8_interpTime / x1c4_interpDur;
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@ -1,5 +1,7 @@
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#include "Runtime/AutoMapper/CMapWorld.hpp"
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#include <algorithm>
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#include "Runtime/CSimplePool.hpp"
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#include "Runtime/CStateManager.hpp"
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#include "Runtime/GameGlobalObjects.hpp"
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@ -93,7 +95,7 @@ void CMapWorld::MoveMapAreaToList(CMapWorld::CMapAreaData* data, CMapWorld::EMap
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x10_listHeads[int(list)] = data;
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}
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s32 CMapWorld::GetCurrentMapAreaDepth(const IWorld& wld, TAreaId aid) const {
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s32 CMapWorld::GetCurrentMapAreaDepth(const IWorld& wld, TAreaId aid) {
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ClearTraversedFlags();
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std::vector<CMapAreaBFSInfo> info;
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info.reserve(x0_areas.size());
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@ -118,8 +120,8 @@ std::vector<int> CMapWorld::GetVisibleAreas(const IWorld& wld, const CMapWorldIn
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return ret;
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}
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void CMapWorld::Draw(const CMapWorld::CMapWorldDrawParms& parms, int curArea, int otherArea, float depth1, float depth2,
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bool inMapScreen) const {
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void CMapWorld::Draw(const CMapWorldDrawParms& parms, int curArea, int otherArea, float depth1, float depth2,
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bool inMapScreen) {
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if (depth1 == 0.f && depth2 == 0.f)
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return;
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SCOPED_GRAPHICS_DEBUG_GROUP("CMapWorld::Draw", zeus::skBlue);
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@ -130,7 +132,7 @@ void CMapWorld::Draw(const CMapWorld::CMapWorldDrawParms& parms, int curArea, in
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std::vector<CMapAreaBFSInfo> bfsInfos;
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bfsInfos.reserve(x0_areas.size());
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if (curArea != otherArea) {
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const_cast<CMapWorld*>(this)->x20_traversed[otherArea] = true;
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x20_traversed[otherArea] = true;
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DoBFS(parms.GetWorld(), curArea, areaDepth, depth1, depth2, true, bfsInfos);
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float lowD1 = std::ceil(depth1 - 1.f);
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@ -150,7 +152,7 @@ void CMapWorld::Draw(const CMapWorld::CMapWorldDrawParms& parms, int curArea, in
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int otherDepth = std::ceil(std::max(newD1, newD2));
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if (parms.GetWorld().IGetAreaAlways(otherArea)->IIsActive()) {
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const_cast<CMapWorld*>(this)->x20_traversed[otherArea] = false;
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x20_traversed[otherArea] = false;
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DoBFS(parms.GetWorld(), otherArea, otherDepth, newD1, newD2, true, bfsInfos);
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}
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} else {
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@ -161,13 +163,13 @@ void CMapWorld::Draw(const CMapWorld::CMapWorldDrawParms& parms, int curArea, in
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}
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void CMapWorld::DoBFS(const IWorld& wld, int startArea, int areaCount, float surfDepth, float outlineDepth,
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bool checkLoad, std::vector<CMapAreaBFSInfo>& bfsInfos) const {
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bool checkLoad, std::vector<CMapAreaBFSInfo>& bfsInfos) {
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if (areaCount <= 0 || !IsMapAreaValid(wld, startArea, checkLoad))
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return;
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size_t size = bfsInfos.size();
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bfsInfos.emplace_back(startArea, 1, surfDepth, outlineDepth);
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const_cast<CMapWorld*>(this)->x20_traversed[startArea] = true;
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x20_traversed[startArea] = true;
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for (; size != bfsInfos.size(); ++size) {
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CMapAreaBFSInfo& testInfo = bfsInfos[size];
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@ -182,7 +184,7 @@ void CMapWorld::DoBFS(const IWorld& wld, int startArea, int areaCount, float sur
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TAreaId attId = area->IGetAttachedAreaId(i);
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if (IsMapAreaValid(wld, attId, checkLoad) && !x20_traversed[attId]) {
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bfsInfos.emplace_back(attId, testInfo.GetDepth() + 1, surfDepth, outlineDepth);
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const_cast<CMapWorld*>(this)->x20_traversed[attId] = true;
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x20_traversed[attId] = true;
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}
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}
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}
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@ -618,7 +620,7 @@ static Circle MinCircle(const std::vector<zeus::CVector2f>& coords) {
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return ret;
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}
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void CMapWorld::RecalculateWorldSphere(const CMapWorldInfo& mwInfo, const IWorld& wld) const {
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void CMapWorld::RecalculateWorldSphere(const CMapWorldInfo& mwInfo, const IWorld& wld) {
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std::vector<zeus::CVector2f> coords;
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coords.reserve(x0_areas.size() * 8);
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float zMin = FLT_MAX;
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@ -638,11 +640,10 @@ void CMapWorld::RecalculateWorldSphere(const CMapWorldInfo& mwInfo, const IWorld
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}
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}
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Circle circle = MinCircle(coords);
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const_cast<CMapWorld*>(this)->x3c_worldSphereRadius = circle.x8_radius;
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const_cast<CMapWorld*>(this)->x30_worldSpherePoint =
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zeus::CVector3f(circle.x0_point.x(), circle.x0_point.y(), (zMin + zMax) * 0.5f);
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const_cast<CMapWorld*>(this)->x40_worldSphereHalfDepth = (zMax - zMin) * 0.5f;
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const Circle circle = MinCircle(coords);
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x3c_worldSphereRadius = circle.x8_radius;
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x30_worldSpherePoint = zeus::CVector3f(circle.x0_point.x(), circle.x0_point.y(), (zMin + zMax) * 0.5f);
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x40_worldSphereHalfDepth = (zMax - zMin) * 0.5f;
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}
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zeus::CVector3f CMapWorld::ConstrainToWorldVolume(const zeus::CVector3f& point, const zeus::CVector3f& lookVec) const {
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@ -670,10 +671,8 @@ zeus::CVector3f CMapWorld::ConstrainToWorldVolume(const zeus::CVector3f& point,
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return ret;
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}
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void CMapWorld::ClearTraversedFlags() const {
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std::vector<bool>& flags = const_cast<CMapWorld*>(this)->x20_traversed;
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for (size_t i = 0; i < flags.size(); ++i)
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flags[i] = false;
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void CMapWorld::ClearTraversedFlags() {
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std::fill(x20_traversed.begin(), x20_traversed.end(), false);
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}
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CFactoryFnReturn FMapWorldFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& param,
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@ -149,15 +149,15 @@ public:
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void SetWhichMapAreasLoaded(const IWorld&, int start, int count);
|
||||
bool IsMapAreasStreaming() const;
|
||||
void MoveMapAreaToList(CMapAreaData*, EMapAreaList);
|
||||
s32 GetCurrentMapAreaDepth(const IWorld&, int areaIdx) const;
|
||||
s32 GetCurrentMapAreaDepth(const IWorld&, int areaIdx);
|
||||
std::vector<int> GetVisibleAreas(const IWorld&, const CMapWorldInfo&) const;
|
||||
void Draw(const CMapWorldDrawParms&, int, int, float, float, bool) const;
|
||||
void DoBFS(const IWorld&, int, int, float, float, bool, std::vector<CMapAreaBFSInfo>&) const;
|
||||
void Draw(const CMapWorldDrawParms&, int, int, float, float, bool);
|
||||
void DoBFS(const IWorld&, int, int, float, float, bool, std::vector<CMapAreaBFSInfo>&);
|
||||
bool IsMapAreaValid(const IWorld&, int, bool) const;
|
||||
void DrawAreas(const CMapWorldDrawParms&, int, const std::vector<CMapAreaBFSInfo>&, bool) const;
|
||||
void RecalculateWorldSphere(const CMapWorldInfo&, const IWorld&) const;
|
||||
void RecalculateWorldSphere(const CMapWorldInfo&, const IWorld&);
|
||||
zeus::CVector3f ConstrainToWorldVolume(const zeus::CVector3f&, const zeus::CVector3f&) const;
|
||||
void ClearTraversedFlags() const;
|
||||
void ClearTraversedFlags();
|
||||
};
|
||||
|
||||
CFactoryFnReturn FMapWorldFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& param,
|
||||
|
|
Loading…
Reference in New Issue