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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-08 23:47:42 +00:00

CBodyController: Add names to parameters in interface

Makes the interface more self-documenting and allows IDEs to perform
better introspection at call sites.
This commit is contained in:
Lioncash
2020-03-25 01:36:51 -04:00
parent ab6c45c7a8
commit f875bdf024
2 changed files with 34 additions and 28 deletions

View File

@@ -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();