mirror of https://github.com/AxioDL/metaforce.git
CStateManager: Remove instances of const_cast where applicable
Eliminates trivial casts that don't require much modifications to other existing interfaces.
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58b112dbe6
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179f0b5f08
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@ -524,8 +524,8 @@ void CStateManager::RenderCamerasAndAreaLights() const {
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filter.Draw();
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}
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void CStateManager::DrawE3DeathEffect() const {
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CPlayer& player = *x84c_player;
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void CStateManager::DrawE3DeathEffect() {
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const CPlayer& player = *x84c_player;
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if (player.x9f4_deathTime > 0.f) {
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if (player.x2f8_morphBallState != CPlayer::EPlayerMorphBallState::Unmorphed) {
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float blurAmt = zeus::clamp(0.f, (player.x9f4_deathTime - 1.f) / (6.f - 1.f), 1.f);
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@ -535,18 +535,19 @@ void CStateManager::DrawE3DeathEffect() const {
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blur.Draw();
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}
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}
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float whiteAmt = zeus::clamp(0.f, 1.f - player.x9f4_deathTime / (0.05f * 6.f), 1.f);
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const float whiteAmt = zeus::clamp(0.f, 1.f - player.x9f4_deathTime / (0.05f * 6.f), 1.f);
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zeus::CColor color = zeus::skWhite;
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color.a() = whiteAmt;
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const_cast<CColoredQuadFilter&>(m_deathWhiteout).draw(color);
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m_deathWhiteout.draw(color);
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}
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}
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void CStateManager::DrawAdditionalFilters() const {
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void CStateManager::DrawAdditionalFilters() {
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if (xf0c_escapeTimer < 1.f && xf0c_escapeTimer > 0.f && !x870_cameraManager->IsInCinematicCamera()) {
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zeus::CColor color = zeus::skWhite;
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color.a() = 1.f - xf0c_escapeTimer;
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const_cast<CColoredQuadFilter&>(m_escapeWhiteout).draw(color);
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m_escapeWhiteout.draw(color);
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}
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}
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@ -629,7 +630,7 @@ void CStateManager::ResetViewAfterDraw(const SViewport& backupViewport,
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cam->GetFarClipDistance());
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}
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void CStateManager::DrawWorld() const {
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void CStateManager::DrawWorld() {
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SCOPED_GRAPHICS_DEBUG_GROUP("CStateManager::DrawWorld", zeus::skBlue);
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CTimeProvider timeProvider(xf14_curTimeMod900);
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SViewport backupViewport = g_Viewport;
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@ -682,11 +683,11 @@ void CStateManager::DrawWorld() const {
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CPlayerState::EPlayerVisor visor = x8b8_playerState->GetActiveVisor(*this);
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bool thermal = visor == CPlayerState::EPlayerVisor::Thermal;
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if (thermal) {
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const_cast<CStateManager&>(*this).xf34_thermalFlag = EThermalDrawFlag::Cold;
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xf34_thermalFlag = EThermalDrawFlag::Cold;
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mask = 0x34;
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targetMask = 0;
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} else {
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const_cast<CStateManager&>(*this).xf34_thermalFlag = EThermalDrawFlag::Bypass;
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xf34_thermalFlag = EThermalDrawFlag::Bypass;
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mask = 1 << (visor == CPlayerState::EPlayerVisor::XRay ? 3 : 1);
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targetMask = 0;
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}
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@ -758,7 +759,7 @@ void CStateManager::DrawWorld() const {
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x884_actorModelParticles->AddStragglersToRenderer(*this);
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}
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++const_cast<CStateManager&>(*this).x8dc_objectDrawToken;
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++x8dc_objectDrawToken;
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x84c_player->GetMorphBall()->DrawBallShadow(*this);
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@ -786,7 +787,7 @@ void CStateManager::DrawWorld() const {
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CGraphics::SetDepthRange(DEPTH_WORLD, DEPTH_FAR);
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}
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g_Renderer->DoThermalBlendCold();
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const_cast<CStateManager&>(*this).xf34_thermalFlag = EThermalDrawFlag::Hot;
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xf34_thermalFlag = EThermalDrawFlag::Hot;
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for (TUniqueId id : x86c_stateManagerContainer->xf370_)
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if (const CActor* actor = static_cast<const CActor*>(GetObjectById(id)))
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@ -802,7 +803,7 @@ void CStateManager::DrawWorld() const {
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g_Renderer->DrawAreaGeometry(area.x4_selfIdx, mask, 0x10);
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}
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++const_cast<CStateManager&>(*this).x8dc_objectDrawToken;
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++x8dc_objectDrawToken;
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for (int i = 0; i < areaCount; ++i) {
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const CGameArea& area = *areaArr[i];
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@ -823,7 +824,7 @@ void CStateManager::DrawWorld() const {
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x84c_player->AddToRenderer(frustum, *this);
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}
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++const_cast<CStateManager&>(*this).x8dc_objectDrawToken;
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++x8dc_objectDrawToken;
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g_Renderer->EnablePVS(pvs, area.x4_selfIdx);
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g_Renderer->DrawSortedGeometry(area.x4_selfIdx, mask, 0x10);
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@ -856,7 +857,7 @@ void CStateManager::DrawWorld() const {
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if (thermal) {
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g_Renderer->DoThermalBlendHot();
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g_Renderer->SetThermal(false, 0.f, zeus::skBlack);
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const_cast<CStateManager&>(*this).xf34_thermalFlag = EThermalDrawFlag::Bypass;
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xf34_thermalFlag = EThermalDrawFlag::Bypass;
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}
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DrawDebugStuff();
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@ -1458,7 +1459,7 @@ void CStateManager::ApplyDamageToWorld(TUniqueId damager, const CActor& actor, c
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zeus::CAABox aabb(pos - info.GetRadius(), pos + info.GetRadius());
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bool bomb = false;
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TCastToPtr<CWeapon> weapon = const_cast<CActor&>(actor);
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TCastToConstPtr<CWeapon> weapon = actor;
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if (weapon)
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bomb = True(weapon->GetAttribField() & (EProjectileAttrib::Bombs | EProjectileAttrib::PowerBombs));
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@ -1644,7 +1645,7 @@ bool CStateManager::MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterial
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}
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void CStateManager::TestBombHittingWater(const CActor& damager, const zeus::CVector3f& pos, CActor& damagee) {
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if (TCastToPtr<CWeapon> wpn = const_cast<CActor&>(damager)) {
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if (TCastToConstPtr<CWeapon> wpn = damager) {
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if (True(wpn->GetAttribField() & (EProjectileAttrib::Bombs | EProjectileAttrib::PowerBombs))) {
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bool powerBomb = (wpn->GetAttribField() & EProjectileAttrib::PowerBombs) == EProjectileAttrib::PowerBombs;
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if (TCastToPtr<CScriptWater> water = damagee) {
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@ -252,13 +252,13 @@ public:
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void BuildDynamicLightListForWorld();
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void DrawDebugStuff() const;
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void RenderCamerasAndAreaLights() const;
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void DrawE3DeathEffect() const;
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void DrawAdditionalFilters() const;
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void DrawE3DeathEffect();
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void DrawAdditionalFilters();
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zeus::CFrustum SetupDrawFrustum(const SViewport& vp) const;
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zeus::CFrustum SetupViewForDraw(const SViewport& vp) const;
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zeus::CFrustum SetupViewForCubeFaceDraw(const zeus::CVector3f& pos, int face) const;
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void ResetViewAfterDraw(const SViewport& backupViewport, const zeus::CTransform& backupViewMatrix) const;
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void DrawWorld() const;
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void DrawWorld();
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void DrawActorCubeFaces(CActor& actor, int& cubeInst) const;
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void DrawWorldCubeFaces() const;
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void SetupFogForArea3XRange(TAreaId area) const;
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