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CBodyController: Add names to parameters in interface
Makes the interface more self-documenting and allows IDEs to perform better introspection at call sites.
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@@ -65,39 +65,39 @@ public:
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pas::ELocomotionType GetLocomotionType() const { return x2ec_locomotionType; }
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CActor& GetOwner() const { return x0_actor; }
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bool IsAnimationOver() const { return x300_24_animationOver; }
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void EnableAnimation(bool e);
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void EnableAnimation(bool enable);
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bool ShouldPlayDeathAnims() const { return x300_28_playDeathAnims; }
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s32 GetCurrentAnimId() const { return x2f8_curAnim; }
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void Activate(CStateManager&);
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void Activate(CStateManager& mgr);
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CAdditiveBodyState* GetCurrentAdditiveState() { return x2a4_bodyStateInfo.GetCurrentAdditiveState(); }
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void SetState(pas::EAnimationState s) { x2a4_bodyStateInfo.SetState(s); }
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void Update(float, CStateManager&);
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void SetState(pas::EAnimationState state) { x2a4_bodyStateInfo.SetState(state); }
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void Update(float dt, CStateManager& mgr);
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bool ShouldBeHurled() const { return HasBodyState(pas::EAnimationState::Hurled); }
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bool HasBodyState(pas::EAnimationState s) const;
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bool HasBodyState(pas::EAnimationState state) const;
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pas::EFallState GetFallState() const { return x2f0_fallState; }
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void SetFallState(pas::EFallState s) { x2f0_fallState = s; }
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void UpdateBody(float, CStateManager&);
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void SetAdditiveState(pas::EAnimationState s) { x2a4_bodyStateInfo.SetAdditiveState(s); }
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void SetTurnSpeed(float s);
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void SetFallState(pas::EFallState state) { x2f0_fallState = state; }
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void UpdateBody(float dt, CStateManager& mgr);
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void SetAdditiveState(pas::EAnimationState state) { x2a4_bodyStateInfo.SetAdditiveState(state); }
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void SetTurnSpeed(float speed);
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void SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop, bool noTrans);
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float GetAnimTimeRemaining() const;
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void SetPlaybackRate(float);
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void MultiplyPlaybackRate(float);
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void SetPlaybackRate(float rate);
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void MultiplyPlaybackRate(float mul);
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void SetDeltaRotation(const zeus::CQuaternion& q) { x2dc_rot *= q; }
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void FaceDirection(const zeus::CVector3f&, float);
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void FaceDirection3D(const zeus::CVector3f&, const zeus::CVector3f&, float);
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void FaceDirection(const zeus::CVector3f& v0, float dt);
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void FaceDirection3D(const zeus::CVector3f& v0, const zeus::CVector3f& v1, float dt);
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static bool HasBodyInfo(CActor& act);
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const CPASDatabase& GetPASDatabase() const;
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void PlayBestAnimation(const CPASAnimParmData&, CRandom16&);
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void LoopBestAnimation(const CPASAnimParmData&, CRandom16&);
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void PlayBestAnimation(const CPASAnimParmData& parms, CRandom16& r);
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void LoopBestAnimation(const CPASAnimParmData& parms, CRandom16& r);
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void Freeze(float intoFreezeDur, float frozenDur, float breakoutDur);
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void UnFreeze();
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float GetPercentageFrozen() const;
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void SetOnFire(float);
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void SetOnFire(float duration);
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void DouseFlames();
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void SetElectrocuting(float dur);
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void SetElectrocuting(float duration);
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void DouseElectrocuting();
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void UpdateFrozenInfo(float, CStateManager&);
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void UpdateFrozenInfo(float dt, CStateManager& mgr);
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bool HasIceBreakoutState() const;
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void StopElectrocution();
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void FrozenBreakout();
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@@ -105,7 +105,7 @@ public:
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EBodyType GetBodyType() const { return x2f4_bodyType; }
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bool HasBeenFrozen() const { return x300_27_hasBeenFrozen; }
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float GetRestrictedFlyerMoveSpeed() const { return x330_restrictedFlyerMoveSpeed; }
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void SetRestrictedFlyerMoveSpeed(float s) { x330_restrictedFlyerMoveSpeed = s; }
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void SetRestrictedFlyerMoveSpeed(float speed) { x330_restrictedFlyerMoveSpeed = speed; }
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bool GetActive() const { return x300_25_active; }
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};
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} // namespace urde
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