CFluidPlane: Make use of HasReference() instead of operator bool

Looks a little less out of place while performing the same behavior.
IDE's can also do lookup more reliably on a regular function as opposed
to a conversion operator.
This commit is contained in:
Lioncash 2020-04-12 08:52:21 -04:00
parent aa8f17d847
commit 2069694b59
2 changed files with 7 additions and 7 deletions

View File

@ -168,10 +168,10 @@ public:
EFluidType GetFluidType() const { return x44_fluidType; } EFluidType GetFluidType() const { return x44_fluidType; }
const CFluidUVMotion& GetUVMotion() const { return x4c_uvMotion; } const CFluidUVMotion& GetUVMotion() const { return x4c_uvMotion; }
const CTexture& GetColorTexture() const { return *x30_texColor; } const CTexture& GetColorTexture() const { return *x30_texColor; }
bool HasColorTexture() const { return x30_texColor.operator bool(); } bool HasColorTexture() const { return x30_texColor.HasReference(); }
const CTexture& GetTexturePattern1() const { return *x10_texPattern1; } const CTexture& GetTexturePattern1() const { return *x10_texPattern1; }
bool HasTexturePattern1() const { return x10_texPattern1.operator bool(); } bool HasTexturePattern1() const { return x10_texPattern1.HasReference(); }
const CTexture& GetTexturePattern2() const { return *x20_texPattern2; } const CTexture& GetTexturePattern2() const { return *x20_texPattern2; }
bool HasTexturePattern2() const { return x20_texPattern2.operator bool(); } bool HasTexturePattern2() const { return x20_texPattern2.HasReference(); }
}; };
} // namespace urde } // namespace urde

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@ -106,13 +106,13 @@ public:
float GetSpecularMin() const { return x10c_specularMin; } float GetSpecularMin() const { return x10c_specularMin; }
float GetReflectionSize() const { return x118_reflectionSize; } float GetReflectionSize() const { return x118_reflectionSize; }
float GetBumpScale() const { return xfc_bumpScale; } float GetBumpScale() const { return xfc_bumpScale; }
bool HasBumpMap() const { return xb0_bumpMap.operator bool(); } bool HasBumpMap() const { return xb0_bumpMap.HasReference(); }
const CTexture& GetBumpMap() const { return *xb0_bumpMap; } const CTexture& GetBumpMap() const { return *xb0_bumpMap; }
bool HasEnvMap() const { return xc0_envMap.operator bool(); } bool HasEnvMap() const { return xc0_envMap.HasReference(); }
const CTexture& GetEnvMap() const { return *xc0_envMap; } const CTexture& GetEnvMap() const { return *xc0_envMap; }
bool HasEnvBumpMap() const { return xd0_envBumpMap.operator bool(); } bool HasEnvBumpMap() const { return xd0_envBumpMap.HasReference(); }
const CTexture& GetEnvBumpMap() const { return *xd0_envBumpMap; } const CTexture& GetEnvBumpMap() const { return *xd0_envBumpMap; }
bool HasLightMap() const { return xe0_lightmap.operator bool(); } bool HasLightMap() const { return xe0_lightmap.HasReference(); }
const CTexture& GetLightMap() const { return *xe0_lightmap; } const CTexture& GetLightMap() const { return *xe0_lightmap; }
const zeus::CVector3f& GetBumpLightDir() const { return xf0_bumpLightDir; } const zeus::CVector3f& GetBumpLightDir() const { return xf0_bumpLightDir; }
float GetTileSize() const { return x100_tileSize; } float GetTileSize() const { return x100_tileSize; }