From 35ea0970283804fdb78131d43c4d65a9b6e39f14 Mon Sep 17 00:00:00 2001 From: Lioncash Date: Tue, 24 Mar 2020 04:33:51 -0400 Subject: [PATCH] CPlayer: Add parameter names to prototypes Makes them more self-documenting from the interface alone and also allows IDEs to perform better parameter and argument inspection. --- Runtime/World/CPlayer.hpp | 104 +++++++++++++++++++------------------- 1 file changed, 52 insertions(+), 52 deletions(-) diff --git a/Runtime/World/CPlayer.hpp b/Runtime/World/CPlayer.hpp index ea6b8b169..9f573aa24 100644 --- a/Runtime/World/CPlayer.hpp +++ b/Runtime/World/CPlayer.hpp @@ -367,8 +367,8 @@ public: void UpdateMorphBallTransition(float dt, CStateManager& mgr); void UpdateGunAlpha(); void UpdatePlayerSounds(float dt); - void Update(float, CStateManager& mgr); - void PostUpdate(float, CStateManager& mgr); + void Update(float dt, CStateManager& mgr); + void PostUpdate(float dt, CStateManager& mgr); bool StartSamusVoiceSfx(u16 sfx, float vol, int prio); bool IsPlayerDeadEnough() const; void AsyncLoadSuit(CStateManager& mgr); @@ -378,14 +378,14 @@ public: const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& v1, const zeus::CVector3f& v2, const CDamageInfo& info) const override; const CDamageVulnerability* GetDamageVulnerability() const override; - zeus::CVector3f GetHomingPosition(const CStateManager& mgr, float) const override; - zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const override; - void FluidFXThink(CActor::EFluidState, CScriptWater& water, CStateManager& mgr) override; + zeus::CVector3f GetHomingPosition(const CStateManager& mgr, float dt) const override; + zeus::CVector3f GetAimPosition(const CStateManager& mgr, float dt) const override; + void FluidFXThink(EFluidState state, CScriptWater& water, CStateManager& mgr) override; zeus::CVector3f GetDamageLocationWR() const { return x564_damageLocation; } float GetPrevDamageAmount() const { return x560_prevDamageAmt; } float GetDamageAmount() const { return x55c_damageAmt; } bool WasDamaged() const { return x558_wasDamaged; } - void TakeDamage(bool, const zeus::CVector3f&, float, EWeaponType, CStateManager& mgr); + void TakeDamage(bool significant, const zeus::CVector3f& location, float dam, EWeaponType type, CStateManager& mgr); void Accept(IVisitor& visitor) override; CHealthInfo* HealthInfo(CStateManager& mgr) override; bool IsUnderBetaMetroidAttack(const CStateManager& mgr) const; @@ -393,24 +393,24 @@ public: void Touch(CActor& actor, CStateManager& mgr) override; void DoPreThink(float dt, CStateManager& mgr); void DoThink(float dt, CStateManager& mgr); - void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float); + void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float dt); bool ValidateScanning(const CFinalInput& input, const CStateManager& mgr) const; void FinishNewScan(CStateManager& mgr); - void SetScanningState(EPlayerScanState, CStateManager& mgr); - void SetSpawnedMorphBallState(EPlayerMorphBallState, CStateManager&); + void SetScanningState(EPlayerScanState state, CStateManager& mgr); + void SetSpawnedMorphBallState(EPlayerMorphBallState state, CStateManager& mgr); bool GetExplorationMode() const; bool GetCombatMode() const; - void RenderGun(const CStateManager& mgr, const zeus::CVector3f&) const; + void RenderGun(const CStateManager& mgr, const zeus::CVector3f& pos) const; void Render(const CStateManager& mgr) const override; void RenderReflectedPlayer(CStateManager& mgr); - void PreRender(CStateManager& mgr, const zeus::CFrustum&) override; + void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override; void CalculateRenderBounds() override; - void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const override; + void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const override; void ComputeFreeLook(const CFinalInput& input); - void UpdateFreeLookState(const CFinalInput&, float dt, CStateManager&); + void UpdateFreeLookState(const CFinalInput& input, float dt, CStateManager& mgr); void UpdateFreeLook(float dt); - float GetMaximumPlayerPositiveVerticalVelocity(CStateManager&) const; - void ProcessInput(const CFinalInput&, CStateManager&); + float GetMaximumPlayerPositiveVerticalVelocity(CStateManager& mgr) const; + void ProcessInput(const CFinalInput& input, CStateManager& mgr); bool ShouldSampleFailsafe(CStateManager& mgr) const; void CalculateLeaveMorphBallDirection(const CFinalInput& input); void CalculatePlayerControlDirection(CStateManager& mgr); @@ -434,17 +434,17 @@ public: void ResetControlDirectionInterpolation(); void SetControlDirectionInterpolation(float time); void UpdatePlayerControlDirection(float dt, CStateManager& mgr); - void Think(float, CStateManager&) override; - void PreThink(float, CStateManager&) override; - void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override; - void SetVisorSteam(float, float, float, CAssetId, bool); - void UpdateFootstepSounds(const CFinalInput& input, CStateManager&, float); + void Think(float dt, CStateManager& mgr) override; + void PreThink(float dt, CStateManager& mgr) override; + void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override; + void SetVisorSteam(float targetAlpha, float alphaInDur, float alphaOutDir, CAssetId txtr, bool affectsThermal); + void UpdateFootstepSounds(const CFinalInput& input, CStateManager& mgr, float dt); u16 GetMaterialSoundUnderPlayer(const CStateManager& mgr, const u16* idList, size_t length, u16 defId) const; static u16 SfxIdFromMaterial(const CMaterialList& mat, const u16* idList, size_t tableLen, u16 defId); - void UpdateCrosshairsState(const CFinalInput&); + void UpdateCrosshairsState(const CFinalInput& input); void UpdateVisorTransition(float, CStateManager& mgr); - void UpdateVisorState(const CFinalInput&, float, CStateManager& mgr); - void UpdateGunState(const CFinalInput&, CStateManager& mgr); + void UpdateVisorState(const CFinalInput& input, float dt, CStateManager& mgr); + void UpdateGunState(const CFinalInput& input, CStateManager& mgr); void ResetGun(CStateManager& mgr); void UpdateArmAndGunTransforms(float dt, CStateManager& mgr); void ForceGunOrientation(const zeus::CTransform&, CStateManager& mgr); @@ -453,7 +453,7 @@ public: void UpdateCameraTimers(float dt, const CFinalInput& input); void UpdateMorphBallState(float dt, const CFinalInput&, CStateManager& mgr); CFirstPersonCamera& GetFirstPersonCamera(CStateManager& mgr); - void UpdateGunTransform(const zeus::CVector3f&, CStateManager& mgr); + void UpdateGunTransform(const zeus::CVector3f& gunPos, CStateManager& mgr); void UpdateAssistedAiming(const zeus::CTransform& xf, const CStateManager& mgr); void UpdateAimTargetPrediction(const zeus::CTransform& xf, const CStateManager& mgr); void ResetAimTargetPrediction(TUniqueId target); @@ -464,48 +464,48 @@ public: EGunHolsterState GetGunHolsterState() const { return x498_gunHolsterState; } EPlayerMovementState GetPlayerMovementState() const { return x258_movementState; } bool IsMorphBallTransitioning() const; - void UpdateGrappleArmTransform(const zeus::CVector3f&, CStateManager& mgr, float); + void UpdateGrappleArmTransform(const zeus::CVector3f& offset, CStateManager& mgr, float dt); float GetGravity() const; - void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float); + void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float dt); bool ValidateFPPosition(const zeus::CVector3f& pos, const CStateManager& mgr) const; void UpdateGrappleState(const CFinalInput& input, CStateManager& mgr); void ApplyGrappleJump(CStateManager& mgr); - void BeginGrapple(zeus::CVector3f&, CStateManager& mgr); - void BreakGrapple(EPlayerOrbitRequest, CStateManager& mgr); + void BeginGrapple(zeus::CVector3f& vec, CStateManager& mgr); + void BreakGrapple(EPlayerOrbitRequest req, CStateManager& mgr); void SetOrbitRequest(EPlayerOrbitRequest req, CStateManager& mgr); void SetOrbitRequestForTarget(TUniqueId id, EPlayerOrbitRequest req, CStateManager& mgr); bool InGrappleJumpCooldown() const; void PreventFallingCameraPitch(); - void OrbitCarcass(CStateManager&); - void OrbitPoint(EPlayerOrbitType, CStateManager& mgr); + void OrbitCarcass(CStateManager& mgr); + void OrbitPoint(EPlayerOrbitType type, CStateManager& mgr); zeus::CVector3f GetHUDOrbitTargetPosition() const; - void SetOrbitState(EPlayerOrbitState, CStateManager& mgr); - void SetOrbitTargetId(TUniqueId, CStateManager& mgr); - void UpdateOrbitPosition(float, CStateManager& mgr); + void SetOrbitState(EPlayerOrbitState state, CStateManager& mgr); + void SetOrbitTargetId(TUniqueId id, CStateManager& mgr); + void UpdateOrbitPosition(float dist, CStateManager& mgr); void UpdateOrbitZPosition(); void UpdateOrbitFixedPosition(); - void SetOrbitPosition(float, CStateManager& mgr); + void SetOrbitPosition(float dist, CStateManager& mgr); void UpdateAimTarget(CStateManager& mgr); - void UpdateAimTargetTimer(float); - bool ValidateAimTargetId(TUniqueId, CStateManager& mgr); - bool ValidateObjectForMode(TUniqueId, CStateManager& mgr) const; + void UpdateAimTargetTimer(float dt); + bool ValidateAimTargetId(TUniqueId uid, CStateManager& mgr); + bool ValidateObjectForMode(TUniqueId uid, CStateManager& mgr) const; TUniqueId FindAimTargetId(CStateManager& mgr) const; TUniqueId GetAimTarget() const { return x3f4_aimTarget; } - TUniqueId CheckEnemiesAgainstOrbitZone(const rstl::reserved_vector&, EPlayerZoneInfo, - EPlayerZoneType, CStateManager& mgr) const; + TUniqueId CheckEnemiesAgainstOrbitZone(const rstl::reserved_vector& list, EPlayerZoneInfo info, + EPlayerZoneType zone, CStateManager& mgr) const; TUniqueId FindOrbitTargetId(CStateManager& mgr) const; void UpdateOrbitableObjects(CStateManager& mgr); - TUniqueId FindBestOrbitableObject(const std::vector&, EPlayerZoneInfo, CStateManager& mgr) const; - void FindOrbitableObjects(const rstl::reserved_vector&, std::vector&, EPlayerZoneInfo, - EPlayerZoneType, CStateManager& mgr, bool) const; - bool WithinOrbitScreenBox(const zeus::CVector3f&, EPlayerZoneInfo, EPlayerZoneType) const; - bool WithinOrbitScreenEllipse(const zeus::CVector3f&, EPlayerZoneInfo) const; + TUniqueId FindBestOrbitableObject(const std::vector& ids, EPlayerZoneInfo info, CStateManager& mgr) const; + void FindOrbitableObjects(const rstl::reserved_vector& nearObjects, std::vector& listOut, + EPlayerZoneInfo zone, EPlayerZoneType type, CStateManager& mgr, bool onScreenTest) const; + bool WithinOrbitScreenBox(const zeus::CVector3f& screenCoords, EPlayerZoneInfo zone, EPlayerZoneType type) const; + bool WithinOrbitScreenEllipse(const zeus::CVector3f& screenCoords, EPlayerZoneInfo zone) const; bool CheckOrbitDisableSourceList(CStateManager& mgr); bool CheckOrbitDisableSourceList() const { return !x9e4_orbitDisableList.empty(); } - void RemoveOrbitDisableSource(TUniqueId); - void AddOrbitDisableSource(CStateManager& mgr, TUniqueId); - void UpdateOrbitPreventionTimer(float); - void UpdateOrbitModeTimer(float); + void RemoveOrbitDisableSource(TUniqueId uid); + void AddOrbitDisableSource(CStateManager& mgr, TUniqueId addId); + void UpdateOrbitPreventionTimer(float dt); + void UpdateOrbitModeTimer(float dt); void UpdateOrbitZone(CStateManager& mgr); void UpdateOrbitInput(const CFinalInput& input, CStateManager& mgr); void ActivateOrbitSource(CStateManager& mgr); @@ -516,7 +516,7 @@ public: float GetOrbitMaxTargetDistance(CStateManager& mgr) const; EOrbitValidationResult ValidateOrbitTargetId(TUniqueId uid, CStateManager& mgr) const; EOrbitValidationResult ValidateCurrentOrbitTargetId(CStateManager& mgr); - bool ValidateOrbitTargetIdAndPointer(TUniqueId, CStateManager& mgr) const; + bool ValidateOrbitTargetIdAndPointer(TUniqueId uid, CStateManager& mgr) const; zeus::CVector3f GetBallPosition() const; zeus::CVector3f GetEyePosition() const; float GetEyeHeight() const; @@ -529,15 +529,15 @@ public: const CCollisionPrimitive* GetCollisionPrimitive() const override; const CCollidableSphere* GetCollidableSphere() const; zeus::CTransform GetPrimitiveTransform() const override; - void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr) override; + void CollidedWith(TUniqueId id, const CCollisionInfoList& list, CStateManager& mgr) override; float GetBallMaxVelocity() const; float GetActualBallMaxVelocity(float dt) const; float GetActualFirstPersonMaxVelocity(float dt) const; - void SetMoveState(EPlayerMovementState, CStateManager& mgr); + void SetMoveState(EPlayerMovementState newState, CStateManager& mgr); float JumpInput(const CFinalInput& input, CStateManager& mgr); float TurnInput(const CFinalInput& input) const; float StrafeInput(const CFinalInput& input) const; - float ForwardInput(const CFinalInput& input, float) const; + float ForwardInput(const CFinalInput& input, float turnInput) const; zeus::CVector3f CalculateLeftStickEdgePosition(float strafeInput, float forwardInput) const; bool SidewaysDashAllowed(float strafeInput, float forwardInput, const CFinalInput& input, CStateManager& mgr) const; void FinishSidewaysDash();