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New code style refactor

This commit is contained in:
Jack Andersen
2018-12-07 19:30:43 -10:00
parent 41ae32be31
commit 636c82a568
1451 changed files with 171430 additions and 203303 deletions

View File

@@ -5,51 +5,33 @@
#include "Character/CModelData.hpp"
#include "CGunController.hpp"
namespace urde
{
namespace urde {
namespace SamusGun
{
enum class EAnimationState
{
Wander,
Fidget,
Struck,
FreeLook,
ComboFire,
Idle,
BasePosition
};
enum class EFidgetType
{
Invalid = -1,
Minor,
Major
};
}
namespace SamusGun {
enum class EAnimationState { Wander, Fidget, Struck, FreeLook, ComboFire, Idle, BasePosition };
enum class EFidgetType { Invalid = -1, Minor, Major };
} // namespace SamusGun
class CGunMotion
{
CModelData x0_modelData;
CGunController x4c_gunController;
std::vector<CToken> xa8_anims;
bool xb8_24_animPlaying : 1;
class CGunMotion {
CModelData x0_modelData;
CGunController x4c_gunController;
std::vector<CToken> xa8_anims;
bool xb8_24_animPlaying : 1;
void LoadAnimations();
void LoadAnimations();
public:
CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale);
const CModelData& GetModelData() const { return x0_modelData; }
bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike);
void ReturnToDefault(CStateManager& mgr, bool setState);
void BasePosition(bool bigStrikeReset);
void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2);
void Update(float dt, CStateManager& mgr);
void Draw(const CStateManager& mgr, const zeus::CTransform& xf) const;
s32 GetFreeLookSetId() const { return x4c_gunController.GetFreeLookSetId(); }
CGunController& GunController() { return x4c_gunController; }
bool IsAnimPlaying() const { return xb8_24_animPlaying; }
CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale);
const CModelData& GetModelData() const { return x0_modelData; }
bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike);
void ReturnToDefault(CStateManager& mgr, bool setState);
void BasePosition(bool bigStrikeReset);
void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2);
void Update(float dt, CStateManager& mgr);
void Draw(const CStateManager& mgr, const zeus::CTransform& xf) const;
s32 GetFreeLookSetId() const { return x4c_gunController.GetFreeLookSetId(); }
CGunController& GunController() { return x4c_gunController; }
bool IsAnimPlaying() const { return xb8_24_animPlaying; }
};
}
} // namespace urde