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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 22:27:41 +00:00

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

@@ -2,35 +2,33 @@
#include "CGunWeapon.hpp"
namespace urde
{
namespace urde {
class CIceBeam final : public CGunWeapon {
TCachedToken<CGenDescription> x21c_iceSmoke;
TCachedToken<CGenDescription> x228_ice2nd1;
TCachedToken<CGenDescription> x234_ice2nd2;
std::unique_ptr<CElementGen> x240_smokeGen;
std::unique_ptr<CElementGen> x244_chargeFx;
bool x248_24_loaded : 1;
bool x248_25_inEndFx : 1;
void ReInitVariables();
class CIceBeam final : public CGunWeapon
{
TCachedToken<CGenDescription> x21c_iceSmoke;
TCachedToken<CGenDescription> x228_ice2nd1;
TCachedToken<CGenDescription> x234_ice2nd2;
std::unique_ptr<CElementGen> x240_smokeGen;
std::unique_ptr<CElementGen> x244_chargeFx;
bool x248_24_loaded : 1;
bool x248_25_inEndFx : 1;
void ReInitVariables();
public:
CIceBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const zeus::CVector3f& scale);
CIceBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial,
const zeus::CVector3f& scale);
void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf);
void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
void EnableFx(bool enable);
void EnableSecondaryFx(ESecondaryFxType type);
void Update(float dt, CStateManager& mgr);
void Load(CStateManager& mgr, bool subtypeBasePose);
void Unload(CStateManager& mgr);
bool IsLoaded() const;
void PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
void PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf);
void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf);
void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr,
TUniqueId homingTarget, float chargeFactor1, float chargeFactor2);
void EnableFx(bool enable);
void EnableSecondaryFx(ESecondaryFxType type);
void Update(float dt, CStateManager& mgr);
void Load(CStateManager& mgr, bool subtypeBasePose);
void Unload(CStateManager& mgr);
bool IsLoaded() const;
};
}
} // namespace urde