mirror of https://github.com/AxioDL/metaforce.git
CGameLight: Add parameter names to function prototypes
Same behavior, but more self-documenting from interface alone. Also allows better parameter introspection.
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@ -8,14 +8,14 @@
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namespace urde {
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CGameLight::CGameLight(TUniqueId uid, TAreaId aid, bool active, std::string_view name, const zeus::CTransform& xf,
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TUniqueId parentId, const CLight& light, u32 sourceId, u32 w2, float f1)
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TUniqueId parentId, const CLight& light, u32 sourceId, u32 priority, float lifeTime)
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: CActor(uid, active, name, CEntityInfo(aid, CEntity::NullConnectionList), xf, CModelData::CModelDataNull(),
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CMaterialList(), CActorParameters::None(), kInvalidUniqueId)
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, xe8_parentId(parentId)
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, xec_light(light)
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, x13c_lightId(sourceId)
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, x140_priority(w2)
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, x144_lifeTime(f1) {
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, x140_priority(priority)
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, x144_lifeTime(lifeTime) {
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xec_light.GetRadius();
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xec_light.GetIntensity();
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SetLightPriorityAndId();
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@ -15,13 +15,13 @@ class CGameLight : public CActor {
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float x144_lifeTime;
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public:
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CGameLight(TUniqueId, TAreaId, bool, std::string_view, const zeus::CTransform&, TUniqueId, const CLight&,
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u32 sourceId, u32, float);
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CGameLight(TUniqueId uid, TAreaId aid, bool active, std::string_view name, const zeus::CTransform& xf,
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TUniqueId parentId, const CLight& light, u32 sourceId, u32 priority, float lifeTime);
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void Accept(IVisitor& visitor) override;
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void Think(float, CStateManager&) override;
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void Think(float dt, CStateManager& mgr) override;
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void SetLightPriorityAndId();
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void SetLight(const CLight&);
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void SetLight(const CLight& light);
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CLight GetLight() const;
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TUniqueId GetParentId() const { return xe8_parentId; }
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};
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