Merge pull request #271 from lioncash/param

CPlayer: Add parameter names to prototypes
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Phillip Stephens 2020-03-24 17:45:00 -07:00 committed by GitHub
commit f26bd01e32
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 52 additions and 52 deletions

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