mirror of https://github.com/AxioDL/metaforce.git
CBodyState: Mark reference parameters as const where applicable
Makes the parameters explicit about whether or not they're modified.
This commit is contained in:
parent
9ddb726155
commit
1fb28a03a3
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@ -38,7 +38,7 @@ void CBSAttack::Start(CBodyController& bc, CStateManager& mgr) {
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x34_curTime = 0.f;
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}
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pas::EAnimationState CBSAttack::GetBodyStateTransition(float dt, CBodyController& bc) {
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pas::EAnimationState CBSAttack::GetBodyStateTransition(float dt, const CBodyController& bc) {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -79,7 +79,7 @@ pas::EAnimationState CBSAttack::GetBodyStateTransition(float dt, CBodyController
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return pas::EAnimationState::Invalid;
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}
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void CBSAttack::UpdatePhysicsActor(CBodyController& bc, float dt) {
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void CBSAttack::UpdatePhysicsActor(const CBodyController& bc, float dt) {
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if (x20_targetPos.isZero()) {
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return;
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}
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@ -143,7 +143,7 @@ void CBSProjectileAttack::Start(CBodyController& bc, CStateManager& mgr) {
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}
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}
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pas::EAnimationState CBSProjectileAttack::GetBodyStateTransition(float dt, CBodyController& bc) {
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pas::EAnimationState CBSProjectileAttack::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -233,7 +233,7 @@ void CBSFall::Start(CBodyController& bc, CStateManager& mgr) {
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xc_fallState = pas::EFallState(knockdownState->GetAnimParmData(best.second, 3).GetEnumValue());
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}
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pas::EAnimationState CBSFall::GetBodyStateTransition(float dt, CBodyController& bc) {
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pas::EAnimationState CBSFall::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.IsAnimationOver()) {
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return pas::EAnimationState::LieOnGround;
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}
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@ -269,7 +269,7 @@ void CBSGetup::Start(CBodyController& bc, CStateManager& mgr) {
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}
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}
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pas::EAnimationState CBSGetup::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSGetup::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -319,7 +319,7 @@ void CBSKnockBack::Start(CBodyController& bc, CStateManager& mgr) {
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x4_curTime = 0.f;
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}
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pas::EAnimationState CBSKnockBack::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSKnockBack::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -367,7 +367,7 @@ void CBSLieOnGround::Start(CBodyController& bc, CStateManager& mgr) {
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}
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}
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pas::EAnimationState CBSLieOnGround::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSLieOnGround::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Die)) {
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return pas::EAnimationState::Death;
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}
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@ -393,7 +393,7 @@ void CBSStep::Start(CBodyController& bc, CStateManager& mgr) {
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bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
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}
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pas::EAnimationState CBSStep::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSStep::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -464,7 +464,7 @@ void CBSTurn::Start(CBodyController& bc, CStateManager& mgr) {
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}
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}
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bool CBSTurn::FacingDest(CBodyController& bc) const {
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bool CBSTurn::FacingDest(const CBodyController& bc) const {
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const zeus::CVector3f& lookDir = bc.GetOwner().GetTransform().basis[1];
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const zeus::CVector2f lookDir2d(lookDir.toVec2f());
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const zeus::CVector2f leftDir(lookDir2d.y(), -lookDir2d.x());
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@ -600,7 +600,7 @@ void CBSLoopAttack::Start(CBodyController& bc, CStateManager& mgr) {
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}
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}
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pas::EAnimationState CBSLoopAttack::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSLoopAttack::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -710,7 +710,7 @@ void CBSLoopReaction::Start(CBodyController& bc, CStateManager& mgr) {
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}
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}
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pas::EAnimationState CBSLoopReaction::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSLoopReaction::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -833,7 +833,7 @@ void CBSGroundHit::Start(CBodyController& bc, CStateManager& mgr) {
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xc_fallState = pas::EFallState(groundHitState->GetAnimParmData(best.second, 3).GetEnumValue());
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}
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pas::EAnimationState CBSGroundHit::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSGroundHit::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (!bc.IsAnimationOver()) {
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return pas::EAnimationState::Invalid;
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}
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@ -877,7 +877,7 @@ void CBSGenerate::Start(CBodyController& bc, CStateManager& mgr) {
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}
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}
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pas::EAnimationState CBSGenerate::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSGenerate::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -925,7 +925,7 @@ void CBSJump::Start(CBodyController& bc, CStateManager& mgr) {
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}
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}
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pas::EAnimationState CBSJump::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSJump::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -1304,7 +1304,7 @@ void CBSSlide::Start(CBodyController& bc, CStateManager& mgr) {
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}
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}
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pas::EAnimationState CBSSlide::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSSlide::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -1339,7 +1339,7 @@ void CBSTaunt::Start(CBodyController& bc, CStateManager& mgr) {
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bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
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}
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pas::EAnimationState CBSTaunt::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSTaunt::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -1378,7 +1378,7 @@ void CBSScripted::Start(CBodyController& bc, CStateManager& mgr) {
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bc.SetCurrentAnimation(playParms, cmd->IsLooped(), false);
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}
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pas::EAnimationState CBSScripted::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSScripted::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -1437,7 +1437,7 @@ void CBSCover::Start(CBodyController& bc, CStateManager& mgr) {
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}
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}
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pas::EAnimationState CBSCover::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSCover::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -1511,7 +1511,7 @@ void CBSWallHang::Start(CBodyController& bc, CStateManager& mgr) {
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bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
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}
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pas::EAnimationState CBSWallHang::GetBodyStateTransition(float dt, CBodyController& bc) const {
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pas::EAnimationState CBSWallHang::GetBodyStateTransition(float dt, const CBodyController& bc) const {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
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return pas::EAnimationState::Hurled;
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}
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@ -33,8 +33,8 @@ class CBSAttack : public CBodyState {
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float x2c_alignTargetPosStartTime = -1.f;
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float x30_alignTargetPosTime = -1.f;
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float x34_curTime = 0.f;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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void UpdatePhysicsActor(CBodyController& bc, float dt);
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc);
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void UpdatePhysicsActor(const CBodyController& bc, float dt);
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public:
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bool CanShoot() const override { return false; }
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@ -44,7 +44,7 @@ public:
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};
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class CBSProjectileAttack : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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bool CanShoot() const override { return true; }
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@ -69,7 +69,7 @@ class CBSFall : public CBodyState {
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float x4_rotateSpeed = 0.f;
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float x8_remTime = 0.f;
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pas::EFallState xc_fallState = pas::EFallState::Invalid;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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void Start(CBodyController& bc, CStateManager& mgr) override;
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@ -79,7 +79,7 @@ public:
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class CBSGetup : public CBodyState {
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pas::EFallState x4_fallState = pas::EFallState::Invalid;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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void Start(CBodyController& bc, CStateManager& mgr) override;
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@ -91,7 +91,7 @@ class CBSKnockBack : public CBodyState {
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float x4_curTime = 0.f;
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float x8_rotateSpeed = 0.f;
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float xc_remTime = 0.f;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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bool IsMoving() const override { return true; }
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@ -102,7 +102,7 @@ public:
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class CBSLieOnGround : public CBodyState {
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bool x4_24_hasGroundHit : 1;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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explicit CBSLieOnGround(CActor& actor);
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@ -112,7 +112,7 @@ public:
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};
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class CBSStep : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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bool IsMoving() const override { return true; }
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@ -127,7 +127,7 @@ protected:
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float x4_rotateSpeed = 0.f;
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zeus::CVector2f x8_dest;
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pas::ETurnDirection x10_turnDir = pas::ETurnDirection::Invalid;
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bool FacingDest(CBodyController& bc) const;
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bool FacingDest(const CBodyController& bc) const;
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public:
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bool CanShoot() const override { return true; }
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@ -148,7 +148,7 @@ class CBSLoopAttack : public CBodyState {
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pas::ELoopAttackType x8_loopAttackType = pas::ELoopAttackType::Invalid;
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bool xc_24_waitForAnimOver : 1;
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bool xc_25_advance : 1;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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CBSLoopAttack() {
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@ -165,7 +165,7 @@ class CBSLoopReaction : public CBodyState {
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pas::ELoopState x4_state = pas::ELoopState::Invalid;
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pas::EReactionType x8_reactionType = pas::EReactionType::Invalid;
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bool xc_24_loopHit : 1;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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bool PlayExitAnimation(CBodyController& bc, CStateManager& mgr) const;
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public:
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@ -179,7 +179,7 @@ class CBSGroundHit : public CBodyState {
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float x4_rotateSpeed = 0.f;
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float x8_remTime = 0.f;
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pas::EFallState xc_fallState = pas::EFallState::Invalid;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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void Start(CBodyController& bc, CStateManager& mgr) override;
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@ -188,7 +188,7 @@ public:
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};
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class CBSGenerate : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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void Start(CBodyController& bc, CStateManager& mgr) override;
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@ -212,7 +212,7 @@ class CBSJump : public CBodyState {
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};
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u32 _dummy = 0;
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};
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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bool CheckForWallJump(CBodyController& bc, CStateManager& mgr);
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void CheckForLand(CBodyController& bc, CStateManager& mgr);
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void PlayJumpLoop(CStateManager& mgr, CBodyController& bc);
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@ -257,7 +257,7 @@ public:
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class CBSSlide : public CBodyState {
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float x4_rotateSpeed = 0.f;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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bool ApplyHeadTracking() const override { return false; }
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@ -268,7 +268,7 @@ public:
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};
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class CBSTaunt : public CBodyState {
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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void Start(CBodyController& bc, CStateManager& mgr) override;
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@ -285,7 +285,7 @@ class CBSScripted : public CBodyState {
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u32 _dummy = 0;
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};
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float x8_remTime = 0.f;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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bool ApplyHeadTracking() const override { return false; }
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@ -298,7 +298,7 @@ class CBSCover : public CBodyState {
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pas::ECoverState x4_state = pas::ECoverState::Invalid;
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pas::ECoverDirection x8_coverDirection = pas::ECoverDirection::Invalid;
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bool xc_needsExit = false;
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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public:
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bool ApplyHeadTracking() const override { return false; }
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@ -320,7 +320,7 @@ class CBSWallHang : public CBodyState {
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};
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u32 _dummy = 0;
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};
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pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
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pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
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void FixInPlace(CBodyController& bc);
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bool CheckForLand(CBodyController& bc, CStateManager& mgr);
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bool CheckForWall(CBodyController& bc, CStateManager& mgr);
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