mirror of https://github.com/AxioDL/metaforce.git
CPowerBeam: Make use of std::array where applicable
Same behavior, stronger typing. We can also narrow the scope of the array.
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@ -1,5 +1,7 @@
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#include "Runtime/Weapon/CPowerBeam.hpp"
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#include "Runtime/Weapon/CPowerBeam.hpp"
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#include <array>
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#include "Runtime/CSimplePool.hpp"
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#include "Runtime/CSimplePool.hpp"
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#include "Runtime/GameGlobalObjects.hpp"
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#include "Runtime/GameGlobalObjects.hpp"
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@ -69,12 +71,15 @@ void CPowerBeam::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr,
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CGunWeapon::UpdateGunFx(shotSmoke, dt, mgr, xf);
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CGunWeapon::UpdateGunFx(shotSmoke, dt, mgr, xf);
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}
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}
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static const u16 skSoundId[] = {SFXwpn_fire_power_normal, SFXwpn_fire_power_charged};
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void CPowerBeam::Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
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void CPowerBeam::Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
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CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) {
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CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) {
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static constexpr std::array<u16, 2> skSoundId{
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SFXwpn_fire_power_normal,
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SFXwpn_fire_power_charged,
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};
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CGunWeapon::Fire(underwater, dt, chargeState, xf, mgr, homingTarget, chargeFactor1, chargeFactor2);
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CGunWeapon::Fire(underwater, dt, chargeState, xf, mgr, homingTarget, chargeFactor1, chargeFactor2);
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NWeaponTypes::play_sfx(skSoundId[int(chargeState)], underwater, false, 0.165f);
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NWeaponTypes::play_sfx(skSoundId[size_t(chargeState)], underwater, false, 0.165f);
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}
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}
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void CPowerBeam::EnableSecondaryFx(ESecondaryFxType type) {
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void CPowerBeam::EnableSecondaryFx(ESecondaryFxType type) {
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