mirror of https://github.com/AxioDL/metaforce.git
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.
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@ -168,10 +168,10 @@ public:
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EFluidType GetFluidType() const { return x44_fluidType; }
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EFluidType GetFluidType() const { return x44_fluidType; }
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const CFluidUVMotion& GetUVMotion() const { return x4c_uvMotion; }
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const CFluidUVMotion& GetUVMotion() const { return x4c_uvMotion; }
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const CTexture& GetColorTexture() const { return *x30_texColor; }
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const CTexture& GetColorTexture() const { return *x30_texColor; }
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bool HasColorTexture() const { return x30_texColor.operator bool(); }
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bool HasColorTexture() const { return x30_texColor.HasReference(); }
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const CTexture& GetTexturePattern1() const { return *x10_texPattern1; }
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const CTexture& GetTexturePattern1() const { return *x10_texPattern1; }
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bool HasTexturePattern1() const { return x10_texPattern1.operator bool(); }
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bool HasTexturePattern1() const { return x10_texPattern1.HasReference(); }
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const CTexture& GetTexturePattern2() const { return *x20_texPattern2; }
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const CTexture& GetTexturePattern2() const { return *x20_texPattern2; }
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bool HasTexturePattern2() const { return x20_texPattern2.operator bool(); }
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bool HasTexturePattern2() const { return x20_texPattern2.HasReference(); }
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};
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};
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} // namespace urde
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} // namespace urde
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@ -106,13 +106,13 @@ public:
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float GetSpecularMin() const { return x10c_specularMin; }
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float GetSpecularMin() const { return x10c_specularMin; }
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float GetReflectionSize() const { return x118_reflectionSize; }
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float GetReflectionSize() const { return x118_reflectionSize; }
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float GetBumpScale() const { return xfc_bumpScale; }
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float GetBumpScale() const { return xfc_bumpScale; }
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bool HasBumpMap() const { return xb0_bumpMap.operator bool(); }
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bool HasBumpMap() const { return xb0_bumpMap.HasReference(); }
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const CTexture& GetBumpMap() const { return *xb0_bumpMap; }
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const CTexture& GetBumpMap() const { return *xb0_bumpMap; }
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bool HasEnvMap() const { return xc0_envMap.operator bool(); }
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bool HasEnvMap() const { return xc0_envMap.HasReference(); }
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const CTexture& GetEnvMap() const { return *xc0_envMap; }
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const CTexture& GetEnvMap() const { return *xc0_envMap; }
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bool HasEnvBumpMap() const { return xd0_envBumpMap.operator bool(); }
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bool HasEnvBumpMap() const { return xd0_envBumpMap.HasReference(); }
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const CTexture& GetEnvBumpMap() const { return *xd0_envBumpMap; }
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const CTexture& GetEnvBumpMap() const { return *xd0_envBumpMap; }
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bool HasLightMap() const { return xe0_lightmap.operator bool(); }
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bool HasLightMap() const { return xe0_lightmap.HasReference(); }
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const CTexture& GetLightMap() const { return *xe0_lightmap; }
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const CTexture& GetLightMap() const { return *xe0_lightmap; }
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const zeus::CVector3f& GetBumpLightDir() const { return xf0_bumpLightDir; }
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const zeus::CVector3f& GetBumpLightDir() const { return xf0_bumpLightDir; }
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float GetTileSize() const { return x100_tileSize; }
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float GetTileSize() const { return x100_tileSize; }
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