diff --git a/Runtime/Character/CBodyController.cpp b/Runtime/Character/CBodyController.cpp index a13feb6cd..a37e7ac21 100644 --- a/Runtime/Character/CBodyController.cpp +++ b/Runtime/Character/CBodyController.cpp @@ -17,7 +17,9 @@ CBodyController::CBodyController(CActor& actor, float turnSpeed, EBodyType bodyT x2a4_bodyStateInfo.x18_bodyController = this; } -void CBodyController::EnableAnimation(bool e) { x0_actor.GetModelData()->GetAnimationData()->EnableAnimation(e); } +void CBodyController::EnableAnimation(bool enable) { + x0_actor.GetModelData()->GetAnimationData()->EnableAnimation(enable); +} void CBodyController::Activate(CStateManager& mgr) { x300_25_active = true; @@ -61,7 +63,7 @@ void CBodyController::UpdateBody(float dt, CStateManager& mgr) { } } -void CBodyController::SetTurnSpeed(float s) { x2fc_turnSpeed = std::max(0.f, s); } +void CBodyController::SetTurnSpeed(float speed) { x2fc_turnSpeed = std::max(0.f, speed); } void CBodyController::Update(float dt, CStateManager& mgr) { SetPlaybackRate(1.f); @@ -76,7 +78,7 @@ void CBodyController::Update(float dt, CStateManager& mgr) { } } -bool CBodyController::HasBodyState(pas::EAnimationState s) const { return GetPASDatabase().HasState(s32(s)); } +bool CBodyController::HasBodyState(pas::EAnimationState state) const { return GetPASDatabase().HasState(s32(state)); } void CBodyController::SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop, bool noTrans) { x0_actor.GetModelData()->GetAnimationData()->SetAnimation(parms, noTrans); @@ -88,14 +90,18 @@ float CBodyController::GetAnimTimeRemaining() const { return x0_actor.GetModelData()->GetAnimationData()->GetAnimTimeRemaining("Whole Body"); } -void CBodyController::SetPlaybackRate(float r) { x0_actor.GetModelData()->GetAnimationData()->SetPlaybackRate(r); } +void CBodyController::SetPlaybackRate(float rate) { + x0_actor.GetModelData()->GetAnimationData()->SetPlaybackRate(rate); +} // GX uses a HW approximation of 3/8 + 5/8 instead of 1/3 + 2/3. const CPASDatabase& CBodyController::GetPASDatabase() const { return x0_actor.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase(); } -void CBodyController::MultiplyPlaybackRate(float r) { x0_actor.GetModelData()->GetAnimationData()->MultiplyPlaybackRate(r); } +void CBodyController::MultiplyPlaybackRate(float mul) { + x0_actor.GetModelData()->GetAnimationData()->MultiplyPlaybackRate(mul); +} void CBodyController::FaceDirection(const zeus::CVector3f& v0, float dt) { if (x300_26_frozen) @@ -201,8 +207,8 @@ float CBodyController::GetPercentageFrozen() const { return 1.f - (x310_timeFrozen - (x308_frozenDur + x304_intoFreezeDur)) / x30c_breakoutDur; } -void CBodyController::SetOnFire(float dur) { - x320_fireDur = dur; +void CBodyController::SetOnFire(float duration) { + x320_fireDur = duration; x328_timeOnFire = 0.f; if (IsFrozen()) UnFreeze(); @@ -215,12 +221,12 @@ void CBodyController::DouseFlames() { x328_timeOnFire = 0.f; } -void CBodyController::SetElectrocuting(float dur) { +void CBodyController::SetElectrocuting(float duration) { if (!IsElectrocuting()) { CBCAdditiveReactionCmd reaction(pas::EAdditiveReactionType::Electrocution, 1.f, true); x4_cmdMgr.DeliverCmd(reaction); } - x324_electrocutionDur = dur; + x324_electrocutionDur = duration; x32c_timeElectrocuting = 0.f; if (IsFrozen()) UnFreeze(); diff --git a/Runtime/Character/CBodyController.hpp b/Runtime/Character/CBodyController.hpp index b116c2be5..e546a2bf2 100644 --- a/Runtime/Character/CBodyController.hpp +++ b/Runtime/Character/CBodyController.hpp @@ -65,39 +65,39 @@ public: pas::ELocomotionType GetLocomotionType() const { return x2ec_locomotionType; } CActor& GetOwner() const { return x0_actor; } bool IsAnimationOver() const { return x300_24_animationOver; } - void EnableAnimation(bool e); + void EnableAnimation(bool enable); bool ShouldPlayDeathAnims() const { return x300_28_playDeathAnims; } s32 GetCurrentAnimId() const { return x2f8_curAnim; } - void Activate(CStateManager&); + void Activate(CStateManager& mgr); CAdditiveBodyState* GetCurrentAdditiveState() { return x2a4_bodyStateInfo.GetCurrentAdditiveState(); } - void SetState(pas::EAnimationState s) { x2a4_bodyStateInfo.SetState(s); } - void Update(float, CStateManager&); + void SetState(pas::EAnimationState state) { x2a4_bodyStateInfo.SetState(state); } + void Update(float dt, CStateManager& mgr); bool ShouldBeHurled() const { return HasBodyState(pas::EAnimationState::Hurled); } - bool HasBodyState(pas::EAnimationState s) const; + bool HasBodyState(pas::EAnimationState state) const; pas::EFallState GetFallState() const { return x2f0_fallState; } - void SetFallState(pas::EFallState s) { x2f0_fallState = s; } - void UpdateBody(float, CStateManager&); - void SetAdditiveState(pas::EAnimationState s) { x2a4_bodyStateInfo.SetAdditiveState(s); } - void SetTurnSpeed(float s); + void SetFallState(pas::EFallState state) { x2f0_fallState = state; } + void UpdateBody(float dt, CStateManager& mgr); + void SetAdditiveState(pas::EAnimationState state) { x2a4_bodyStateInfo.SetAdditiveState(state); } + void SetTurnSpeed(float speed); void SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop, bool noTrans); float GetAnimTimeRemaining() const; - void SetPlaybackRate(float); - void MultiplyPlaybackRate(float); + void SetPlaybackRate(float rate); + void MultiplyPlaybackRate(float mul); void SetDeltaRotation(const zeus::CQuaternion& q) { x2dc_rot *= q; } - void FaceDirection(const zeus::CVector3f&, float); - void FaceDirection3D(const zeus::CVector3f&, const zeus::CVector3f&, float); + void FaceDirection(const zeus::CVector3f& v0, float dt); + void FaceDirection3D(const zeus::CVector3f& v0, const zeus::CVector3f& v1, float dt); static bool HasBodyInfo(CActor& act); const CPASDatabase& GetPASDatabase() const; - void PlayBestAnimation(const CPASAnimParmData&, CRandom16&); - void LoopBestAnimation(const CPASAnimParmData&, CRandom16&); + void PlayBestAnimation(const CPASAnimParmData& parms, CRandom16& r); + void LoopBestAnimation(const CPASAnimParmData& parms, CRandom16& r); void Freeze(float intoFreezeDur, float frozenDur, float breakoutDur); void UnFreeze(); float GetPercentageFrozen() const; - void SetOnFire(float); + void SetOnFire(float duration); void DouseFlames(); - void SetElectrocuting(float dur); + void SetElectrocuting(float duration); void DouseElectrocuting(); - void UpdateFrozenInfo(float, CStateManager&); + void UpdateFrozenInfo(float dt, CStateManager& mgr); bool HasIceBreakoutState() const; void StopElectrocution(); void FrozenBreakout(); @@ -105,7 +105,7 @@ public: EBodyType GetBodyType() const { return x2f4_bodyType; } bool HasBeenFrozen() const { return x300_27_hasBeenFrozen; } float GetRestrictedFlyerMoveSpeed() const { return x330_restrictedFlyerMoveSpeed; } - void SetRestrictedFlyerMoveSpeed(float s) { x330_restrictedFlyerMoveSpeed = s; } + void SetRestrictedFlyerMoveSpeed(float speed) { x330_restrictedFlyerMoveSpeed = speed; } bool GetActive() const { return x300_25_active; } }; } // namespace urde