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CPlasmaProjectile: Make PlayerEffectResource instances contain CAssetIds

Uses the wrapper type instead of the raw type.
This commit is contained in:
Lioncash
2020-04-12 07:29:58 -04:00
parent 976bf0d83e
commit 9e168d3497
2 changed files with 10 additions and 8 deletions

View File

@@ -18,10 +18,10 @@
namespace urde {
class CPlasmaProjectile : public CBeamProjectile {
public:
struct PlayerEffectResoures : rstl::reserved_vector<u64, 8> {
PlayerEffectResoures(u64 a = UINT64_MAX, u64 b = UINT64_MAX, u64 c = UINT64_MAX, u64 d = UINT64_MAX,
u64 e = UINT64_MAX, u64 f = UINT64_MAX, u64 g = UINT64_MAX, u64 h = UINT64_MAX)
: rstl::reserved_vector<u64, 8>({a, b, c, d, e, f, g, h}) {}
struct PlayerEffectResoures : rstl::reserved_vector<CAssetId, 8> {
PlayerEffectResoures(CAssetId a = {}, CAssetId b = {}, CAssetId c = {}, CAssetId d = {},
CAssetId e = {}, CAssetId f = {}, CAssetId g = {}, CAssetId h = {})
: rstl::reserved_vector<CAssetId, 8>({a, b, c, d, e, f, g, h}) {}
};
private:
std::vector<TUniqueId> x468_lights;