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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-08 21:47:42 +00:00

Massive fmtlib refactor

This commit is contained in:
Jack Andersen
2019-07-19 18:27:21 -10:00
parent e38a3ece89
commit 7a3da1f7a6
228 changed files with 2071 additions and 2116 deletions

View File

@@ -465,9 +465,9 @@ void CPlayerGun::SetPhazonBeamMorph(bool intoPhazonBeam) {
void CPlayerGun::Reset(CStateManager& mgr, bool b1) {
x72c_currentBeam->Reset(mgr);
x832_25_chargeEffectVisible = false;
x832_24_cancellingCharge = false;
x832_24_coolingCharge = false;
x833_26_ = false;
x348_chargeCancelTimer = 0.f;
x348_chargeCooldownTimer = 0.f;
SetGunLightActive(false, mgr);
if ((x2f8_stateFlags & 0x10) != 0x10) {
if (!b1 && (x2f8_stateFlags & 0x2) != 0x2) {
@@ -533,14 +533,14 @@ void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {
void CPlayerGun::CancelCharge(CStateManager& mgr, bool withEffect) {
if (withEffect) {
x32c_chargePhase = EChargePhase::ChargeCancelled;
x32c_chargePhase = EChargePhase::ChargeCooldown;
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::CancelCharge);
} else {
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::None);
}
x834_24_charging = false;
x348_chargeCancelTimer = 0.f;
x348_chargeCooldownTimer = 0.f;
x72c_currentBeam->ActivateCharge(false, false);
SetGunLightActive(false, mgr);
}
@@ -596,7 +596,7 @@ void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr) {
CPlayerState& state = *mgr.GetPlayerState();
bool damageNotMorphed =
(x834_30_inBigStrike && mgr.GetPlayer().GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed);
if (x832_24_cancellingCharge || damageNotMorphed || (x2f8_stateFlags & 0x8) == 0x8)
if (x832_24_coolingCharge || damageNotMorphed || (x2f8_stateFlags & 0x8) == 0x8)
return;
if (state.HasPowerUp(CPlayerState::EItemType::ChargeBeam)) {
if (!state.ItemEnabled(CPlayerState::EItemType::ChargeBeam))
@@ -1109,7 +1109,7 @@ void CPlayerGun::UpdateChargeState(float dt, CStateManager& mgr) {
break;
case EChargePhase::ComboXferDone:
x32c_chargePhase = EChargePhase::ComboFire;
x348_chargeCancelTimer = 0.f;
x348_chargeCooldownTimer = 0.f;
break;
case EChargePhase::ComboFire:
x740_grappleArm->EnterComboFire(s32(x310_currentBeam), mgr);
@@ -1118,13 +1118,13 @@ void CPlayerGun::UpdateChargeState(float dt, CStateManager& mgr) {
x833_31_inFreeLook = false;
x32c_chargePhase = EChargePhase::ComboFireDone;
break;
case EChargePhase::ChargeCancelled:
case EChargePhase::ChargeCooldown:
if ((x2f8_stateFlags & 0x10) != 0x10) {
x348_chargeCancelTimer += dt;
if (x348_chargeCancelTimer >= 0.3f && x72c_currentBeam->IsChargeAnimOver())
x348_chargeCooldownTimer += dt;
if (x348_chargeCooldownTimer >= 0.3f && x72c_currentBeam->IsChargeAnimOver())
x32c_chargePhase = EChargePhase::ChargeDone;
} else {
x832_24_cancellingCharge = false;
x832_24_coolingCharge = false;
}
break;
case EChargePhase::ChargeDone:
@@ -1314,7 +1314,7 @@ void CPlayerGun::ResetCharged(float dt, CStateManager& mgr) {
if (x32c_chargePhase >= EChargePhase::FxGrowing) {
x833_30_canShowAuxMuzzleEffect = false;
UpdateNormalShotCycle(dt, mgr);
x832_24_cancellingCharge = true;
x832_24_coolingCharge = true;
CancelCharge(mgr, true);
} else if (x32c_chargePhase != EChargePhase::NotCharging) {
x320_currentAuxBeam = x310_currentBeam;
@@ -1354,7 +1354,7 @@ void CPlayerGun::ProcessChargeState(u32 releasedStates, u32 pressedStates, CStat
if ((releasedStates & 0x1) != 0)
ResetCharged(dt, mgr);
if ((pressedStates & 0x1) != 0) {
if (x32c_chargePhase == EChargePhase::NotCharging && (pressedStates & 0x1) != 0 && x348_chargeCancelTimer == 0.f &&
if (x32c_chargePhase == EChargePhase::NotCharging && (pressedStates & 0x1) != 0 && x348_chargeCooldownTimer == 0.f &&
x832_28_readyForShot) {
UpdateNormalShotCycle(dt, mgr);
x32c_chargePhase = EChargePhase::ChargeRequested;
@@ -1403,7 +1403,7 @@ void CPlayerGun::UpdateNormalShotCycle(float dt, CStateManager& mgr) {
void CPlayerGun::ProcessNormalState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt) {
if ((releasedStates & 0x1) != 0)
ResetNormal(mgr);
if ((pressedStates & 0x1) != 0 && x348_chargeCancelTimer == 0.f && x832_28_readyForShot)
if ((pressedStates & 0x1) != 0 && x348_chargeCooldownTimer == 0.f && x832_28_readyForShot)
UpdateNormalShotCycle(dt, mgr);
else if ((pressedStates & 0x2) != 0)
FireSecondary(dt, mgr);
@@ -1418,7 +1418,7 @@ void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CSt
x832_28_readyForShot = false;
CPlayer& player = mgr.GetPlayer();
if (!x832_24_cancellingCharge && !x834_30_inBigStrike) {
if (!x832_24_coolingCharge && !x834_30_inBigStrike) {
float coolDown = x72c_currentBeam->GetWeaponInfo().x0_coolDown;
if ((pressedStates & 0x1) == 0) {
if (x390_cooldown >= coolDown) {