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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-22 01:39:13 +00:00

Reformat pass

This commit is contained in:
2021-06-07 12:29:18 -07:00
parent d7559823ea
commit a9bcb7a9ce
424 changed files with 4377 additions and 4790 deletions

View File

@@ -248,9 +248,9 @@ void CPlayerGun::CreateGunLight(CStateManager& mgr) {
if (x53c_lightId != kInvalidUniqueId)
return;
x53c_lightId = mgr.AllocateUniqueId();
CGameLight* light = new CGameLight(x53c_lightId, kInvalidAreaId, false, "GunLite", x3e8_xf, x538_playerId,
CLight::BuildDirectional(zeus::skForward, zeus::skBlack),
x53c_lightId.Value(), 0, 0.f);
CGameLight* light =
new CGameLight(x53c_lightId, kInvalidAreaId, false, "GunLite", x3e8_xf, x538_playerId,
CLight::BuildDirectional(zeus::skForward, zeus::skBlack), x53c_lightId.Value(), 0, 0.f);
mgr.AddObject(light);
}
@@ -1427,8 +1427,8 @@ 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_chargeCooldownTimer == 0.f &&
x832_28_readyForShot) {
if (x32c_chargePhase == EChargePhase::NotCharging && (pressedStates & 0x1) != 0 &&
x348_chargeCooldownTimer == 0.f && x832_28_readyForShot) {
UpdateNormalShotCycle(dt, mgr);
x32c_chargePhase = EChargePhase::ChargeRequested;
}
@@ -1712,8 +1712,8 @@ void CPlayerGun::UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, C
(x2f8_stateFlags & 0x8) != 0x8 && x364_gunStrikeCoolTimer <= 0.f &&
player.GetPlayerMovementState() == CPlayer::EPlayerMovementState::OnGround && !player.IsInFreeLook() &&
!player.GetFreeLookStickState() && player.GetOrbitState() == CPlayer::EPlayerOrbitState::NoOrbit &&
std::fabs(player.GetAngularVelocityOR().angle()) <= 0.1f &&
camBobT <= 0.01f && !mgr.GetCameraManager()->IsInCinematicCamera() &&
std::fabs(player.GetAngularVelocityOR().angle()) <= 0.1f && camBobT <= 0.01f &&
!mgr.GetCameraManager()->IsInCinematicCamera() &&
player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn &&
player.GetGrappleState() == CPlayer::EGrappleState::None && !x834_30_inBigStrike && !x835_25_inPhazonBeam);
if (x833_24_notFidgeting) {
@@ -2101,7 +2101,8 @@ void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frust
void CPlayerGun::RenderEnergyDrainEffects(const CStateManager& mgr) const {
if (const TCastToConstPtr<CPlayer> player = mgr.GetObjectById(x538_playerId)) {
for (const auto& source : player->GetEnergyDrain().GetEnergyDrainSources()) {
if (const auto* metroid = CPatterned::CastTo<MP1::CMetroidBeta>(mgr.GetObjectById(source.GetEnergyDrainSourceId()))) {
if (const auto* metroid =
CPatterned::CastTo<MP1::CMetroidBeta>(mgr.GetObjectById(source.GetEnergyDrainSourceId()))) {
metroid->RenderHitGunEffect();
return;
}