ksys/act: Declare more BaseProc functions

It's possible I've missed some BaseProc functions but now every single
function that was identified as a BaseProc member function in my IDB
has been added to the class

Most of those are very easy to implement.
This commit is contained in:
Léo Lam 2020-08-19 18:06:17 +02:00
parent fa00bc2d4e
commit 08687964b4
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1 changed files with 28 additions and 0 deletions

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@ -106,14 +106,37 @@ public:
void wakeUp(SleepWakeReason reason);
/// Delete this actor. The request is queued.
bool deleteLater(DeleteReason reason);
void freeLinkData();
u8 getPriority() const { return mPriority; }
void setPriority(u8 priority) { mPriority = priority; }
State getState() const { return mState; }
bool isDeletedOrDeleting() const {
return mState == State::Delete || mStateFlags.isOn(StateFlags::RequestDelete);
}
/// For BaseProcLink or ActorLinkConstDataAccess.
bool acquire(ActorLinkConstDataAccess& accessor);
/// For BaseProcLink or ActorLinkConstDataAccess.
void release();
BaseProc* getConnectedCalcParent() const;
void setConnectedCalcParent(BaseProc* parent, bool delete_parent_on_delete);
void resetConnectedCalcParent(bool clear_existing_set_request);
BaseProc* getConnectedCalcChild() const;
void setConnectedCalcChild(BaseProc* child, bool delete_child_on_delete);
void resetConnectedCalcChild(bool clear_existing_set_request);
bool isSpecialJobType(JobType type);
bool shouldSkipJobPush(JobType type);
void setJobPriority(u8 actorparam_priority, JobType type);
void setJobPriority2(u8 actorparam_priority, JobType type);
void setCreatePriorityState2();
bool setStateFlag(u8 idx);
protected:
friend class BaseProcLinkDataMgr;
friend class BaseProcMgr;
@ -237,10 +260,15 @@ protected:
void doPreDelete(bool* do_not_destruct_immediately);
void startDelete_();
/// Called from BaseProcMgr when a job for this process is invoked.
void jobInvoked(JobType type);
bool isSpecialJobTypeForThisActor_(JobType type) const {
return mSpecialJobTypesMask.isOnBit(int(type));
}
bool x00000071011ba9fc();
sead::FixedSafeString<64> mName;
u32 mId = -1;
State mState = State::Init;