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https://github.com/AxioDL/metaforce.git
synced 2025-12-09 07:07:42 +00:00
CBodyState: Mark reference parameters as const where applicable
Makes the parameters explicit about whether or not they're modified.
This commit is contained in:
@@ -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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