mirror of https://github.com/AxioDL/metaforce.git
Merge pull request #271 from lioncash/param
CPlayer: Add parameter names to prototypes
This commit is contained in:
commit
f26bd01e32
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@ -367,8 +367,8 @@ public:
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void UpdateMorphBallTransition(float dt, CStateManager& mgr);
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void UpdateGunAlpha();
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void UpdatePlayerSounds(float dt);
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void Update(float, CStateManager& mgr);
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void PostUpdate(float, CStateManager& mgr);
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void Update(float dt, CStateManager& mgr);
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void PostUpdate(float dt, CStateManager& mgr);
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bool StartSamusVoiceSfx(u16 sfx, float vol, int prio);
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bool IsPlayerDeadEnough() const;
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void AsyncLoadSuit(CStateManager& mgr);
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@ -378,14 +378,14 @@ public:
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const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& v1, const zeus::CVector3f& v2,
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const CDamageInfo& info) const override;
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const CDamageVulnerability* GetDamageVulnerability() const override;
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zeus::CVector3f GetHomingPosition(const CStateManager& mgr, float) const override;
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zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const override;
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void FluidFXThink(CActor::EFluidState, CScriptWater& water, CStateManager& mgr) override;
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zeus::CVector3f GetHomingPosition(const CStateManager& mgr, float dt) const override;
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zeus::CVector3f GetAimPosition(const CStateManager& mgr, float dt) const override;
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void FluidFXThink(EFluidState state, CScriptWater& water, CStateManager& mgr) override;
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zeus::CVector3f GetDamageLocationWR() const { return x564_damageLocation; }
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float GetPrevDamageAmount() const { return x560_prevDamageAmt; }
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float GetDamageAmount() const { return x55c_damageAmt; }
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bool WasDamaged() const { return x558_wasDamaged; }
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void TakeDamage(bool, const zeus::CVector3f&, float, EWeaponType, CStateManager& mgr);
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void TakeDamage(bool significant, const zeus::CVector3f& location, float dam, EWeaponType type, CStateManager& mgr);
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void Accept(IVisitor& visitor) override;
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CHealthInfo* HealthInfo(CStateManager& mgr) override;
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bool IsUnderBetaMetroidAttack(const CStateManager& mgr) const;
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@ -393,24 +393,24 @@ public:
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void Touch(CActor& actor, CStateManager& mgr) override;
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void DoPreThink(float dt, CStateManager& mgr);
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void DoThink(float dt, CStateManager& mgr);
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void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float);
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void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float dt);
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bool ValidateScanning(const CFinalInput& input, const CStateManager& mgr) const;
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void FinishNewScan(CStateManager& mgr);
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void SetScanningState(EPlayerScanState, CStateManager& mgr);
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void SetSpawnedMorphBallState(EPlayerMorphBallState, CStateManager&);
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void SetScanningState(EPlayerScanState state, CStateManager& mgr);
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void SetSpawnedMorphBallState(EPlayerMorphBallState state, CStateManager& mgr);
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bool GetExplorationMode() const;
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bool GetCombatMode() const;
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void RenderGun(const CStateManager& mgr, const zeus::CVector3f&) const;
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void RenderGun(const CStateManager& mgr, const zeus::CVector3f& pos) const;
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void Render(const CStateManager& mgr) const override;
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void RenderReflectedPlayer(CStateManager& mgr);
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void PreRender(CStateManager& mgr, const zeus::CFrustum&) override;
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void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override;
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void CalculateRenderBounds() override;
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void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const override;
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void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const override;
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void ComputeFreeLook(const CFinalInput& input);
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void UpdateFreeLookState(const CFinalInput&, float dt, CStateManager&);
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void UpdateFreeLookState(const CFinalInput& input, float dt, CStateManager& mgr);
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void UpdateFreeLook(float dt);
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float GetMaximumPlayerPositiveVerticalVelocity(CStateManager&) const;
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void ProcessInput(const CFinalInput&, CStateManager&);
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float GetMaximumPlayerPositiveVerticalVelocity(CStateManager& mgr) const;
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void ProcessInput(const CFinalInput& input, CStateManager& mgr);
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bool ShouldSampleFailsafe(CStateManager& mgr) const;
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void CalculateLeaveMorphBallDirection(const CFinalInput& input);
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void CalculatePlayerControlDirection(CStateManager& mgr);
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@ -434,17 +434,17 @@ public:
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void ResetControlDirectionInterpolation();
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void SetControlDirectionInterpolation(float time);
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void UpdatePlayerControlDirection(float dt, CStateManager& mgr);
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void Think(float, CStateManager&) override;
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void PreThink(float, CStateManager&) override;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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void SetVisorSteam(float, float, float, CAssetId, bool);
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void UpdateFootstepSounds(const CFinalInput& input, CStateManager&, float);
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void Think(float dt, CStateManager& mgr) override;
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void PreThink(float dt, CStateManager& mgr) override;
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override;
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void SetVisorSteam(float targetAlpha, float alphaInDur, float alphaOutDir, CAssetId txtr, bool affectsThermal);
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void UpdateFootstepSounds(const CFinalInput& input, CStateManager& mgr, float dt);
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u16 GetMaterialSoundUnderPlayer(const CStateManager& mgr, const u16* idList, size_t length, u16 defId) const;
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static u16 SfxIdFromMaterial(const CMaterialList& mat, const u16* idList, size_t tableLen, u16 defId);
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void UpdateCrosshairsState(const CFinalInput&);
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void UpdateCrosshairsState(const CFinalInput& input);
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void UpdateVisorTransition(float, CStateManager& mgr);
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void UpdateVisorState(const CFinalInput&, float, CStateManager& mgr);
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void UpdateGunState(const CFinalInput&, CStateManager& mgr);
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void UpdateVisorState(const CFinalInput& input, float dt, CStateManager& mgr);
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void UpdateGunState(const CFinalInput& input, CStateManager& mgr);
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void ResetGun(CStateManager& mgr);
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void UpdateArmAndGunTransforms(float dt, CStateManager& mgr);
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void ForceGunOrientation(const zeus::CTransform&, CStateManager& mgr);
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@ -453,7 +453,7 @@ public:
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void UpdateCameraTimers(float dt, const CFinalInput& input);
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void UpdateMorphBallState(float dt, const CFinalInput&, CStateManager& mgr);
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CFirstPersonCamera& GetFirstPersonCamera(CStateManager& mgr);
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void UpdateGunTransform(const zeus::CVector3f&, CStateManager& mgr);
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void UpdateGunTransform(const zeus::CVector3f& gunPos, CStateManager& mgr);
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void UpdateAssistedAiming(const zeus::CTransform& xf, const CStateManager& mgr);
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void UpdateAimTargetPrediction(const zeus::CTransform& xf, const CStateManager& mgr);
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void ResetAimTargetPrediction(TUniqueId target);
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@ -464,48 +464,48 @@ public:
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EGunHolsterState GetGunHolsterState() const { return x498_gunHolsterState; }
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EPlayerMovementState GetPlayerMovementState() const { return x258_movementState; }
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bool IsMorphBallTransitioning() const;
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void UpdateGrappleArmTransform(const zeus::CVector3f&, CStateManager& mgr, float);
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void UpdateGrappleArmTransform(const zeus::CVector3f& offset, CStateManager& mgr, float dt);
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float GetGravity() const;
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void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float);
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void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float dt);
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bool ValidateFPPosition(const zeus::CVector3f& pos, const CStateManager& mgr) const;
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void UpdateGrappleState(const CFinalInput& input, CStateManager& mgr);
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void ApplyGrappleJump(CStateManager& mgr);
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void BeginGrapple(zeus::CVector3f&, CStateManager& mgr);
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void BreakGrapple(EPlayerOrbitRequest, CStateManager& mgr);
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void BeginGrapple(zeus::CVector3f& vec, CStateManager& mgr);
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void BreakGrapple(EPlayerOrbitRequest req, CStateManager& mgr);
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void SetOrbitRequest(EPlayerOrbitRequest req, CStateManager& mgr);
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void SetOrbitRequestForTarget(TUniqueId id, EPlayerOrbitRequest req, CStateManager& mgr);
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bool InGrappleJumpCooldown() const;
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void PreventFallingCameraPitch();
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void OrbitCarcass(CStateManager&);
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void OrbitPoint(EPlayerOrbitType, CStateManager& mgr);
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void OrbitCarcass(CStateManager& mgr);
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void OrbitPoint(EPlayerOrbitType type, CStateManager& mgr);
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zeus::CVector3f GetHUDOrbitTargetPosition() const;
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void SetOrbitState(EPlayerOrbitState, CStateManager& mgr);
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void SetOrbitTargetId(TUniqueId, CStateManager& mgr);
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void UpdateOrbitPosition(float, CStateManager& mgr);
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void SetOrbitState(EPlayerOrbitState state, CStateManager& mgr);
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void SetOrbitTargetId(TUniqueId id, CStateManager& mgr);
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void UpdateOrbitPosition(float dist, CStateManager& mgr);
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void UpdateOrbitZPosition();
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void UpdateOrbitFixedPosition();
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void SetOrbitPosition(float, CStateManager& mgr);
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void SetOrbitPosition(float dist, CStateManager& mgr);
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void UpdateAimTarget(CStateManager& mgr);
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void UpdateAimTargetTimer(float);
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bool ValidateAimTargetId(TUniqueId, CStateManager& mgr);
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bool ValidateObjectForMode(TUniqueId, CStateManager& mgr) const;
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void UpdateAimTargetTimer(float dt);
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bool ValidateAimTargetId(TUniqueId uid, CStateManager& mgr);
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bool ValidateObjectForMode(TUniqueId uid, CStateManager& mgr) const;
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TUniqueId FindAimTargetId(CStateManager& mgr) const;
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TUniqueId GetAimTarget() const { return x3f4_aimTarget; }
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TUniqueId CheckEnemiesAgainstOrbitZone(const rstl::reserved_vector<TUniqueId, 1024>&, EPlayerZoneInfo,
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EPlayerZoneType, CStateManager& mgr) const;
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TUniqueId CheckEnemiesAgainstOrbitZone(const rstl::reserved_vector<TUniqueId, 1024>& list, EPlayerZoneInfo info,
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EPlayerZoneType zone, CStateManager& mgr) const;
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TUniqueId FindOrbitTargetId(CStateManager& mgr) const;
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void UpdateOrbitableObjects(CStateManager& mgr);
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TUniqueId FindBestOrbitableObject(const std::vector<TUniqueId>&, EPlayerZoneInfo, CStateManager& mgr) const;
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void FindOrbitableObjects(const rstl::reserved_vector<TUniqueId, 1024>&, std::vector<TUniqueId>&, EPlayerZoneInfo,
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EPlayerZoneType, CStateManager& mgr, bool) const;
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bool WithinOrbitScreenBox(const zeus::CVector3f&, EPlayerZoneInfo, EPlayerZoneType) const;
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bool WithinOrbitScreenEllipse(const zeus::CVector3f&, EPlayerZoneInfo) const;
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TUniqueId FindBestOrbitableObject(const std::vector<TUniqueId>& ids, EPlayerZoneInfo info, CStateManager& mgr) const;
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void FindOrbitableObjects(const rstl::reserved_vector<TUniqueId, 1024>& nearObjects, std::vector<TUniqueId>& listOut,
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EPlayerZoneInfo zone, EPlayerZoneType type, CStateManager& mgr, bool onScreenTest) const;
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bool WithinOrbitScreenBox(const zeus::CVector3f& screenCoords, EPlayerZoneInfo zone, EPlayerZoneType type) const;
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bool WithinOrbitScreenEllipse(const zeus::CVector3f& screenCoords, EPlayerZoneInfo zone) const;
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bool CheckOrbitDisableSourceList(CStateManager& mgr);
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bool CheckOrbitDisableSourceList() const { return !x9e4_orbitDisableList.empty(); }
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void RemoveOrbitDisableSource(TUniqueId);
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void AddOrbitDisableSource(CStateManager& mgr, TUniqueId);
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void UpdateOrbitPreventionTimer(float);
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void UpdateOrbitModeTimer(float);
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void RemoveOrbitDisableSource(TUniqueId uid);
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void AddOrbitDisableSource(CStateManager& mgr, TUniqueId addId);
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void UpdateOrbitPreventionTimer(float dt);
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void UpdateOrbitModeTimer(float dt);
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void UpdateOrbitZone(CStateManager& mgr);
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void UpdateOrbitInput(const CFinalInput& input, CStateManager& mgr);
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void ActivateOrbitSource(CStateManager& mgr);
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@ -516,7 +516,7 @@ public:
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float GetOrbitMaxTargetDistance(CStateManager& mgr) const;
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EOrbitValidationResult ValidateOrbitTargetId(TUniqueId uid, CStateManager& mgr) const;
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EOrbitValidationResult ValidateCurrentOrbitTargetId(CStateManager& mgr);
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bool ValidateOrbitTargetIdAndPointer(TUniqueId, CStateManager& mgr) const;
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bool ValidateOrbitTargetIdAndPointer(TUniqueId uid, CStateManager& mgr) const;
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zeus::CVector3f GetBallPosition() const;
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zeus::CVector3f GetEyePosition() const;
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float GetEyeHeight() const;
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@ -529,15 +529,15 @@ public:
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const CCollisionPrimitive* GetCollisionPrimitive() const override;
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const CCollidableSphere* GetCollidableSphere() const;
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zeus::CTransform GetPrimitiveTransform() const override;
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void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr) override;
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void CollidedWith(TUniqueId id, const CCollisionInfoList& list, CStateManager& mgr) override;
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float GetBallMaxVelocity() const;
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float GetActualBallMaxVelocity(float dt) const;
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float GetActualFirstPersonMaxVelocity(float dt) const;
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void SetMoveState(EPlayerMovementState, CStateManager& mgr);
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void SetMoveState(EPlayerMovementState newState, CStateManager& mgr);
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float JumpInput(const CFinalInput& input, CStateManager& mgr);
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float TurnInput(const CFinalInput& input) const;
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float StrafeInput(const CFinalInput& input) const;
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float ForwardInput(const CFinalInput& input, float) const;
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float ForwardInput(const CFinalInput& input, float turnInput) const;
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zeus::CVector3f CalculateLeftStickEdgePosition(float strafeInput, float forwardInput) const;
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bool SidewaysDashAllowed(float strafeInput, float forwardInput, const CFinalInput& input, CStateManager& mgr) const;
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void FinishSidewaysDash();
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