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https://github.com/AxioDL/metaforce.git
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CGameOptions: Give all function prototype parameters a name
Makes the interface more self-documenting and also allows better IDE introspection.
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@@ -77,21 +77,21 @@ public:
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bool GetCinematicState(CAssetId mlvlId, TEditorId cineId) const;
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void SetCinematicState(CAssetId mlvlId, TEditorId cineId, bool state);
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u32 GetAutoMapperKeyState() const { return xbc_autoMapperKeyState; }
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void SetAutoMapperKeyState(u32 s) { xbc_autoMapperKeyState = s; }
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void SetAutoMapperKeyState(u32 state) { xbc_autoMapperKeyState = state; }
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bool GetPlayerLinkedFusion() const { return xd0_24_fusionLinked; }
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void SetPlayerLinkedFusion(bool v) { xd0_24_fusionLinked = v; }
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void SetPlayerLinkedFusion(bool fusionLinked) { xd0_24_fusionLinked = fusionLinked; }
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bool GetPlayerBeatNormalMode() const { return xd0_25_normalModeBeat; }
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void SetPlayerBeatNormalMode(bool v) { xd0_25_normalModeBeat = v; }
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void SetPlayerBeatNormalMode(bool normalModeBeat) { xd0_25_normalModeBeat = normalModeBeat; }
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bool GetPlayerBeatHardMode() const { return xd0_26_hardModeBeat; }
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void SetPlayerBeatHardMode(bool v) { xd0_26_hardModeBeat = v; }
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void SetPlayerBeatHardMode(bool hardModeBeat) { xd0_26_hardModeBeat = hardModeBeat; }
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bool GetPlayerBeatFusion() const { return xd0_27_fusionBeat; }
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void SetPlayerBeatFusion(bool v) { xd0_27_fusionBeat = v; }
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void SetPlayerBeatFusion(bool fusionBeat) { xd0_27_fusionBeat = fusionBeat; }
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bool GetPlayerFusionSuitActive() const { return xd0_28_fusionSuitActive; }
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void SetPlayerFusionSuitActive(bool v) { xd0_28_fusionSuitActive = v; }
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void SetPlayerFusionSuitActive(bool fusionSuitActive) { xd0_28_fusionSuitActive = fusionSuitActive; }
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bool GetAllItemsCollected() const { return xd0_29_allItemsCollected; }
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void SetAllItemsCollected(bool v) { xd0_29_allItemsCollected = v; }
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void SetAllItemsCollected(bool allItemsCollected) { xd0_29_allItemsCollected = allItemsCollected; }
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u32 GetLogScanPercent() const { return xcc_logScanPercent; }
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void SetLogScanPercent(u32 v) { xcc_logScanPercent = v; }
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void SetLogScanPercent(u32 percent) { xcc_logScanPercent = percent; }
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void IncrementFrozenFpsCount() { xc0_frozenFpsCount = std::min(int(xc0_frozenFpsCount + 1), 3); }
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bool GetShowFrozenFpsMessage() const { return xc0_frozenFpsCount != 3; }
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void IncrementFrozenBallCount() { xc4_frozenBallCount = std::min(int(xc4_frozenBallCount + 1), 3); }
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@@ -135,36 +135,36 @@ public:
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void PutTo(CBitStreamWriter& writer) const;
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float TuneScreenBrightness() const;
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void SetScreenBrightness(s32, bool);
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void SetScreenBrightness(s32 value, bool apply);
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s32 GetScreenBrightness() const { return x48_screenBrightness; }
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void ApplyGamma();
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void SetGamma(s32, bool);
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void SetGamma(s32 value, bool apply);
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s32 GetGamma() const { return m_gamma; }
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void SetScreenPositionX(s32, bool);
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void SetScreenPositionX(s32 position, bool apply);
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s32 GetScreenPositionX() const { return x4c_screenXOffset; }
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void SetScreenPositionY(s32, bool);
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void SetScreenPositionY(s32 position, bool apply);
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s32 GetScreenPositionY() const { return x50_screenYOffset; }
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void SetScreenStretch(s32, bool);
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void SetScreenStretch(s32 stretch, bool apply);
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s32 GetScreenStretch() const { return x54_screenStretch; }
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void SetSfxVolume(s32, bool);
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void SetSfxVolume(s32 volume, bool apply);
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s32 GetSfxVolume() const { return x58_sfxVol; }
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void SetMusicVolume(s32, bool);
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void SetMusicVolume(s32 volume, bool apply);
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s32 GetMusicVolume() const { return x5c_musicVol; }
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void SetHUDAlpha(u32);
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void SetHUDAlpha(u32 alpha);
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u32 GetHUDAlpha() const { return x60_hudAlpha; }
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void SetHelmetAlpha(u32);
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void SetHelmetAlpha(u32 alpha);
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u32 GetHelmetAlpha() const { return x64_helmetAlpha; }
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void SetHUDLag(bool);
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void SetHUDLag(bool lag);
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bool GetHUDLag() const { return x68_24_hudLag; }
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void SetSurroundMode(int mode, bool apply);
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CAudioSys::ESurroundModes GetSurroundMode() const;
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void SetInvertYAxis(bool);
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void SetInvertYAxis(bool invert);
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bool GetInvertYAxis() const { return x68_25_invertY; }
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void SetIsRumbleEnabled(bool);
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void SetIsRumbleEnabled(bool rumble);
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bool GetIsRumbleEnabled() const { return x68_26_rumble; }
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void SetSwapBeamControls(bool);
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void SetSwapBeamControls(bool swap);
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bool GetSwapBeamControls() const { return x68_27_swapBeamsControls; }
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void SetIsHintSystemEnabled(bool);
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void SetIsHintSystemEnabled(bool hints);
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bool GetIsHintSystemEnabled() const { return x68_28_hintSystem; }
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void SetControls(int controls);
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void ResetControllerAssets(int controls);
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