CGameExporter: Mark ShouldExportDiscNode() as a const member function
This doesn't modify internal state.
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2d1e6b9672
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@ -106,7 +106,7 @@ void CGameExporter::LoadResource(const CAssetID& rkID, std::vector<uint8>& rBuff
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LoadResource(*pInst, rBuffer);
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LoadResource(*pInst, rBuffer);
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}
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}
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bool CGameExporter::ShouldExportDiscNode(const nod::Node *pkNode, bool IsInRoot)
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bool CGameExporter::ShouldExportDiscNode(const nod::Node *pkNode, bool IsInRoot) const
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{
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{
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if (IsInRoot && mDiscType != EDiscType::Normal)
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if (IsInRoot && mDiscType != EDiscType::Normal)
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{
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{
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@ -77,7 +77,7 @@ public:
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CGameExporter(EDiscType DiscType, EGame Game, bool FrontEnd, ERegion Region, const TString& rkGameName, const TString& rkGameID, float BuildVersion);
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CGameExporter(EDiscType DiscType, EGame Game, bool FrontEnd, ERegion Region, const TString& rkGameName, const TString& rkGameID, float BuildVersion);
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bool Export(nod::DiscBase *pDisc, const TString& rkOutputDir, CAssetNameMap *pNameMap, CGameInfo *pGameInfo, IProgressNotifier *pProgress);
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bool Export(nod::DiscBase *pDisc, const TString& rkOutputDir, CAssetNameMap *pNameMap, CGameInfo *pGameInfo, IProgressNotifier *pProgress);
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void LoadResource(const CAssetID& rkID, std::vector<uint8>& rBuffer);
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void LoadResource(const CAssetID& rkID, std::vector<uint8>& rBuffer);
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bool ShouldExportDiscNode(const nod::Node *pkNode, bool IsInRoot);
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bool ShouldExportDiscNode(const nod::Node *pkNode, bool IsInRoot) const;
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TString ProjectPath() const { return mProjectPath; }
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TString ProjectPath() const { return mProjectPath; }
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