CGameLight: Add parameter names to function prototypes

Same behavior, but more self-documenting from interface alone. Also
allows better parameter introspection.
This commit is contained in:
Lioncash 2020-04-06 08:46:36 -04:00
parent 5f7a33e2ec
commit dd7d9c024f
2 changed files with 7 additions and 7 deletions

View File

@ -8,14 +8,14 @@
namespace urde {
CGameLight::CGameLight(TUniqueId uid, TAreaId aid, bool active, std::string_view name, const zeus::CTransform& xf,
TUniqueId parentId, const CLight& light, u32 sourceId, u32 w2, float f1)
TUniqueId parentId, const CLight& light, u32 sourceId, u32 priority, float lifeTime)
: CActor(uid, active, name, CEntityInfo(aid, CEntity::NullConnectionList), xf, CModelData::CModelDataNull(),
CMaterialList(), CActorParameters::None(), kInvalidUniqueId)
, xe8_parentId(parentId)
, xec_light(light)
, x13c_lightId(sourceId)
, x140_priority(w2)
, x144_lifeTime(f1) {
, x140_priority(priority)
, x144_lifeTime(lifeTime) {
xec_light.GetRadius();
xec_light.GetIntensity();
SetLightPriorityAndId();

View File

@ -15,13 +15,13 @@ class CGameLight : public CActor {
float x144_lifeTime;
public:
CGameLight(TUniqueId, TAreaId, bool, std::string_view, const zeus::CTransform&, TUniqueId, const CLight&,
u32 sourceId, u32, float);
CGameLight(TUniqueId uid, TAreaId aid, bool active, std::string_view name, const zeus::CTransform& xf,
TUniqueId parentId, const CLight& light, u32 sourceId, u32 priority, float lifeTime);
void Accept(IVisitor& visitor) override;
void Think(float, CStateManager&) override;
void Think(float dt, CStateManager& mgr) override;
void SetLightPriorityAndId();
void SetLight(const CLight&);
void SetLight(const CLight& light);
CLight GetLight() const;
TUniqueId GetParentId() const { return xe8_parentId; }
};