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Refactor ResId into CAssetId
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@@ -164,19 +164,19 @@ private:
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float x0_;
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float x4_;
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float x8_;
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ResId xc_tex;
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CAssetId xc_tex;
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float x10_ = 0.f;
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float x14_ = 0.f;
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float x18_ = 0.f;
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ResId x1c_txtr = kInvalidResId;
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CAssetId x1c_txtr;
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float x20_alpha = 0.f;
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float x24_ = 0.f;
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bool x28_affectsThermal = false;
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public:
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CVisorSteam(float a, float b, float c, ResId tex) : x0_(a), x4_(b), x8_(c), xc_tex(tex) {}
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ResId GetTextureId() const;
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void SetSteam(float a, float b, float c, ResId txtr, bool affectsThermal);
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CVisorSteam(float a, float b, float c, CAssetId tex) : x0_(a), x4_(b), x8_(c), xc_tex(tex) {}
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CAssetId GetTextureId() const;
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void SetSteam(float a, float b, float c, CAssetId txtr, bool affectsThermal);
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void Update(float dt);
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float GetAlpha() const { return x20_alpha; }
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bool AffectsThermal() const { return x28_affectsThermal; }
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@@ -334,8 +334,8 @@ private:
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float x78c_footstepSfxTimer = 0.f;
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EFootstepSfx x790_footstepSfxSel = EFootstepSfx::None;
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zeus::CVector3f x794_;
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CVisorSteam x7a0_visorSteam = CVisorSteam(0.f, 0.f, 0.f, kInvalidResId);
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ResId x7cc_ = kInvalidResId;
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CVisorSteam x7a0_visorSteam = CVisorSteam(0.f, 0.f, 0.f, CAssetId()/*kInvalidAssetId*/);
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CAssetId x7cc_;
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CAnimRes x7d0_animRes;
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CPlayerState::EBeamId x7ec_beam = CPlayerState::EBeamId::Power;
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std::unique_ptr<CModelData> x7f0_ballTransitionBeamModel;
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@@ -396,8 +396,8 @@ private:
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float x9fc_ = 0.f;
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TUniqueId xa00_ = kInvalidUniqueId;
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float xa04_ = 0.f;
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ResId xa08_steamTextureId = kInvalidResId;
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ResId xa0c_iceTextureId;
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CAssetId xa08_steamTextureId;
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CAssetId xa0c_iceTextureId;
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u32 xa10_phazonCounter = 0;
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float xa14_phazonCameraShakeTimer = 0.f;
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float xa18_phazonDamageLag = 0.f;
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@@ -416,7 +416,7 @@ private:
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void InitializeBallTransition();
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public:
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CPlayer(TUniqueId, const zeus::CTransform&, const zeus::CAABox&, ResId w1, const zeus::CVector3f&, float, float,
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CPlayer(TUniqueId, const zeus::CTransform&, const zeus::CAABox&, CAssetId w1, const zeus::CVector3f&, float, float,
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float, float, const CMaterialList&);
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bool IsTransparent() const;
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@@ -469,13 +469,13 @@ public:
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void CalculatePlayerControlDirection(CStateManager& mgr);
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void CalculatePlayerMovementDirection(float dt);
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void Stop(CStateManager& stateMgr);
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void Freeze(CStateManager& stateMgr, ResId steamTxtr, u16 sfx, ResId iceTxtr);
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void Freeze(CStateManager& stateMgr, CAssetId steamTxtr, u16 sfx, CAssetId iceTxtr);
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bool GetFrozenState() const;
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void UpdateFrozenState(const CFinalInput& input, CStateManager& mgr);
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void Think(float, CStateManager&);
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void PreThink(float, CStateManager&);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void SetVisorSteam(float, float, float, ResId, bool);
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void SetVisorSteam(float, float, float, CAssetId, bool);
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void UpdateFootstepSounds(const CFinalInput& input, CStateManager&, float);
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u16 GetMaterialSoundUnderPlayer(CStateManager& mgr, const u16*, u32, u16);
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u16 SfxIdFromMaterial(const CMaterialList&, const u16*, u32, u16);
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