mirror of https://github.com/AxioDL/metaforce.git
ITweakGunRes: Make use of std::array where applicable
Deduplicates a few array sizes and makes the member variables more strongly typed.
This commit is contained in:
parent
b608a72aad
commit
e80d9c7192
|
@ -1,5 +1,7 @@
|
||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <array>
|
||||||
|
|
||||||
#include "ITweak.hpp"
|
#include "ITweak.hpp"
|
||||||
#include "Runtime/IFactory.hpp"
|
#include "Runtime/IFactory.hpp"
|
||||||
#include "Runtime/CPlayerState.hpp"
|
#include "Runtime/CPlayerState.hpp"
|
||||||
|
@ -27,10 +29,11 @@ struct ITweakGunRes : ITweak {
|
||||||
ResId x30_powerBombExplode;
|
ResId x30_powerBombExplode;
|
||||||
|
|
||||||
/* Power, Ice, Wave, Plasma, Phazon / Beam, Ball */
|
/* Power, Ice, Wave, Plasma, Phazon / Beam, Ball */
|
||||||
ResId x34_weapons[5][2];
|
using WeaponPair = std::array<ResId, 2>;
|
||||||
ResId x84_muzzle[5];
|
std::array<WeaponPair, 5> x34_weapons;
|
||||||
ResId x94_charge[5];
|
std::array<ResId, 5> x84_muzzle;
|
||||||
ResId xa4_auxMuzzle[5];
|
std::array<ResId, 5> x94_charge;
|
||||||
|
std::array<ResId, 5> xa4_auxMuzzle;
|
||||||
|
|
||||||
ResId xb4_grappleSegment;
|
ResId xb4_grappleSegment;
|
||||||
ResId xb8_grappleClaw;
|
ResId xb8_grappleClaw;
|
||||||
|
@ -57,10 +60,11 @@ struct ITweakGunRes : ITweak {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const ResId* GetWeaponPair(EBeamId beam) const {
|
const WeaponPair& GetWeaponPair(EBeamId beam) const {
|
||||||
auto b = int(beam);
|
const auto b = int(beam);
|
||||||
if (b < 0 || b > 4)
|
if (b < 0 || b > 4) {
|
||||||
return x34_weapons[0];
|
return x34_weapons[0];
|
||||||
|
}
|
||||||
return x34_weapons[b];
|
return x34_weapons[b];
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -81,18 +85,23 @@ struct ITweakGunRes : ITweak {
|
||||||
x2c_bombExplode = factory.GetResourceIdByName(GetBombExplode())->id;
|
x2c_bombExplode = factory.GetResourceIdByName(GetBombExplode())->id;
|
||||||
x30_powerBombExplode = factory.GetResourceIdByName(GetPowerBombExplode())->id;
|
x30_powerBombExplode = factory.GetResourceIdByName(GetPowerBombExplode())->id;
|
||||||
|
|
||||||
for (int i = 0; i < 5; ++i)
|
for (size_t i = 0; i < x34_weapons.size(); ++i) {
|
||||||
for (int j = 0; j < 2; ++j)
|
for (size_t j = 0; j < x34_weapons[i].size(); ++j) {
|
||||||
x34_weapons[i][j] = factory.GetResourceIdByName(GetWeapon(i, j))->id;
|
x34_weapons[i][j] = factory.GetResourceIdByName(GetWeapon(i, j != 0))->id;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; i < 5; ++i)
|
for (size_t i = 0; i < x84_muzzle.size(); ++i) {
|
||||||
x84_muzzle[i] = factory.GetResourceIdByName(GetMuzzleParticle(i))->id;
|
x84_muzzle[i] = factory.GetResourceIdByName(GetMuzzleParticle(i))->id;
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; i < 5; ++i)
|
for (size_t i = 0; i < x94_charge.size(); ++i) {
|
||||||
x94_charge[i] = factory.GetResourceIdByName(GetChargeParticle(i))->id;
|
x94_charge[i] = factory.GetResourceIdByName(GetChargeParticle(i))->id;
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; i < 5; ++i)
|
for (size_t i = 0; i < xa4_auxMuzzle.size(); ++i) {
|
||||||
xa4_auxMuzzle[i] = factory.GetResourceIdByName(GetAuxMuzzleParticle(i))->id;
|
xa4_auxMuzzle[i] = factory.GetResourceIdByName(GetAuxMuzzleParticle(i))->id;
|
||||||
|
}
|
||||||
|
|
||||||
xb4_grappleSegment = factory.GetResourceIdByName(GetGrappleSegmentParticle())->id;
|
xb4_grappleSegment = factory.GetResourceIdByName(GetGrappleSegmentParticle())->id;
|
||||||
xb8_grappleClaw = factory.GetResourceIdByName(GetGrappleClawParticle())->id;
|
xb8_grappleClaw = factory.GetResourceIdByName(GetGrappleClawParticle())->id;
|
||||||
|
|
|
@ -76,7 +76,7 @@ CGunWeapon::CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EM
|
||||||
}
|
}
|
||||||
|
|
||||||
void CGunWeapon::AllocResPools(CPlayerState::EBeamId beam) {
|
void CGunWeapon::AllocResPools(CPlayerState::EBeamId beam) {
|
||||||
const CAssetId* const wPair = g_tweakGunRes->GetWeaponPair(beam);
|
const auto& wPair = g_tweakGunRes->GetWeaponPair(beam);
|
||||||
const char* const* muzzleNames = &skMuzzleNames[size_t(beam) * 2];
|
const char* const* muzzleNames = &skMuzzleNames[size_t(beam) * 2];
|
||||||
const char* const* frozenNames = &skFrozenNames[size_t(beam) * 2];
|
const char* const* frozenNames = &skFrozenNames[size_t(beam) * 2];
|
||||||
|
|
||||||
|
|
|
@ -107,8 +107,8 @@ void CPlayerGun::InitBombData() {
|
||||||
}
|
}
|
||||||
|
|
||||||
void CPlayerGun::InitMuzzleData() {
|
void CPlayerGun::InitMuzzleData() {
|
||||||
for (int i = 0; i < 5; ++i) {
|
for (const auto muzzleID : g_tweakGunRes->xa4_auxMuzzle) {
|
||||||
x7c0_auxMuzzleEffects.push_back(g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), g_tweakGunRes->xa4_auxMuzzle[i]}));
|
x7c0_auxMuzzleEffects.push_back(g_SimplePool->GetObj(SObjectTag{FOURCC('PART'), muzzleID}));
|
||||||
x800_auxMuzzleGenerators.emplace_back(std::make_unique<CElementGen>(x7c0_auxMuzzleEffects.back()));
|
x800_auxMuzzleGenerators.emplace_back(std::make_unique<CElementGen>(x7c0_auxMuzzleEffects.back()));
|
||||||
x800_auxMuzzleGenerators.back()->SetParticleEmission(false);
|
x800_auxMuzzleGenerators.back()->SetParticleEmission(false);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue