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mirror of 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:
Lioncash
2020-04-05 03:10:32 -04:00
parent 9ddb726155
commit 1fb28a03a3
2 changed files with 38 additions and 38 deletions

View File

@@ -38,7 +38,7 @@ void CBSAttack::Start(CBodyController& bc, CStateManager& mgr) {
x34_curTime = 0.f;
}
pas::EAnimationState CBSAttack::GetBodyStateTransition(float dt, CBodyController& bc) {
pas::EAnimationState CBSAttack::GetBodyStateTransition(float dt, const CBodyController& bc) {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -79,7 +79,7 @@ pas::EAnimationState CBSAttack::GetBodyStateTransition(float dt, CBodyController
return pas::EAnimationState::Invalid;
}
void CBSAttack::UpdatePhysicsActor(CBodyController& bc, float dt) {
void CBSAttack::UpdatePhysicsActor(const CBodyController& bc, float dt) {
if (x20_targetPos.isZero()) {
return;
}
@@ -143,7 +143,7 @@ void CBSProjectileAttack::Start(CBodyController& bc, CStateManager& mgr) {
}
}
pas::EAnimationState CBSProjectileAttack::GetBodyStateTransition(float dt, CBodyController& bc) {
pas::EAnimationState CBSProjectileAttack::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -233,7 +233,7 @@ void CBSFall::Start(CBodyController& bc, CStateManager& mgr) {
xc_fallState = pas::EFallState(knockdownState->GetAnimParmData(best.second, 3).GetEnumValue());
}
pas::EAnimationState CBSFall::GetBodyStateTransition(float dt, CBodyController& bc) {
pas::EAnimationState CBSFall::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.IsAnimationOver()) {
return pas::EAnimationState::LieOnGround;
}
@@ -269,7 +269,7 @@ void CBSGetup::Start(CBodyController& bc, CStateManager& mgr) {
}
}
pas::EAnimationState CBSGetup::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSGetup::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -319,7 +319,7 @@ void CBSKnockBack::Start(CBodyController& bc, CStateManager& mgr) {
x4_curTime = 0.f;
}
pas::EAnimationState CBSKnockBack::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSKnockBack::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -367,7 +367,7 @@ void CBSLieOnGround::Start(CBodyController& bc, CStateManager& mgr) {
}
}
pas::EAnimationState CBSLieOnGround::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSLieOnGround::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Die)) {
return pas::EAnimationState::Death;
}
@@ -393,7 +393,7 @@ void CBSStep::Start(CBodyController& bc, CStateManager& mgr) {
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
}
pas::EAnimationState CBSStep::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSStep::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -464,7 +464,7 @@ void CBSTurn::Start(CBodyController& bc, CStateManager& mgr) {
}
}
bool CBSTurn::FacingDest(CBodyController& bc) const {
bool CBSTurn::FacingDest(const CBodyController& bc) const {
const zeus::CVector3f& lookDir = bc.GetOwner().GetTransform().basis[1];
const zeus::CVector2f lookDir2d(lookDir.toVec2f());
const zeus::CVector2f leftDir(lookDir2d.y(), -lookDir2d.x());
@@ -600,7 +600,7 @@ void CBSLoopAttack::Start(CBodyController& bc, CStateManager& mgr) {
}
}
pas::EAnimationState CBSLoopAttack::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSLoopAttack::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -710,7 +710,7 @@ void CBSLoopReaction::Start(CBodyController& bc, CStateManager& mgr) {
}
}
pas::EAnimationState CBSLoopReaction::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSLoopReaction::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -833,7 +833,7 @@ void CBSGroundHit::Start(CBodyController& bc, CStateManager& mgr) {
xc_fallState = pas::EFallState(groundHitState->GetAnimParmData(best.second, 3).GetEnumValue());
}
pas::EAnimationState CBSGroundHit::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSGroundHit::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (!bc.IsAnimationOver()) {
return pas::EAnimationState::Invalid;
}
@@ -877,7 +877,7 @@ void CBSGenerate::Start(CBodyController& bc, CStateManager& mgr) {
}
}
pas::EAnimationState CBSGenerate::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSGenerate::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -925,7 +925,7 @@ void CBSJump::Start(CBodyController& bc, CStateManager& mgr) {
}
}
pas::EAnimationState CBSJump::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSJump::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -1304,7 +1304,7 @@ void CBSSlide::Start(CBodyController& bc, CStateManager& mgr) {
}
}
pas::EAnimationState CBSSlide::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSSlide::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -1339,7 +1339,7 @@ void CBSTaunt::Start(CBodyController& bc, CStateManager& mgr) {
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
}
pas::EAnimationState CBSTaunt::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSTaunt::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -1378,7 +1378,7 @@ void CBSScripted::Start(CBodyController& bc, CStateManager& mgr) {
bc.SetCurrentAnimation(playParms, cmd->IsLooped(), false);
}
pas::EAnimationState CBSScripted::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSScripted::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -1437,7 +1437,7 @@ void CBSCover::Start(CBodyController& bc, CStateManager& mgr) {
}
}
pas::EAnimationState CBSCover::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSCover::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}
@@ -1511,7 +1511,7 @@ void CBSWallHang::Start(CBodyController& bc, CStateManager& mgr) {
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
}
pas::EAnimationState CBSWallHang::GetBodyStateTransition(float dt, CBodyController& bc) const {
pas::EAnimationState CBSWallHang::GetBodyStateTransition(float dt, const CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)) {
return pas::EAnimationState::Hurled;
}