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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 17:07:41 +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

@@ -33,8 +33,8 @@ class CBSAttack : public CBodyState {
float x2c_alignTargetPosStartTime = -1.f;
float x30_alignTargetPosTime = -1.f;
float x34_curTime = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
void UpdatePhysicsActor(CBodyController& bc, float dt);
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc);
void UpdatePhysicsActor(const CBodyController& bc, float dt);
public:
bool CanShoot() const override { return false; }
@@ -44,7 +44,7 @@ public:
};
class CBSProjectileAttack : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool CanShoot() const override { return true; }
@@ -69,7 +69,7 @@ class CBSFall : public CBodyState {
float x4_rotateSpeed = 0.f;
float x8_remTime = 0.f;
pas::EFallState xc_fallState = pas::EFallState::Invalid;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
@@ -79,7 +79,7 @@ public:
class CBSGetup : public CBodyState {
pas::EFallState x4_fallState = pas::EFallState::Invalid;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
@@ -91,7 +91,7 @@ class CBSKnockBack : public CBodyState {
float x4_curTime = 0.f;
float x8_rotateSpeed = 0.f;
float xc_remTime = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool IsMoving() const override { return true; }
@@ -102,7 +102,7 @@ public:
class CBSLieOnGround : public CBodyState {
bool x4_24_hasGroundHit : 1;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
explicit CBSLieOnGround(CActor& actor);
@@ -112,7 +112,7 @@ public:
};
class CBSStep : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool IsMoving() const override { return true; }
@@ -127,7 +127,7 @@ protected:
float x4_rotateSpeed = 0.f;
zeus::CVector2f x8_dest;
pas::ETurnDirection x10_turnDir = pas::ETurnDirection::Invalid;
bool FacingDest(CBodyController& bc) const;
bool FacingDest(const CBodyController& bc) const;
public:
bool CanShoot() const override { return true; }
@@ -148,7 +148,7 @@ class CBSLoopAttack : public CBodyState {
pas::ELoopAttackType x8_loopAttackType = pas::ELoopAttackType::Invalid;
bool xc_24_waitForAnimOver : 1;
bool xc_25_advance : 1;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
CBSLoopAttack() {
@@ -165,7 +165,7 @@ class CBSLoopReaction : public CBodyState {
pas::ELoopState x4_state = pas::ELoopState::Invalid;
pas::EReactionType x8_reactionType = pas::EReactionType::Invalid;
bool xc_24_loopHit : 1;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
bool PlayExitAnimation(CBodyController& bc, CStateManager& mgr) const;
public:
@@ -179,7 +179,7 @@ class CBSGroundHit : public CBodyState {
float x4_rotateSpeed = 0.f;
float x8_remTime = 0.f;
pas::EFallState xc_fallState = pas::EFallState::Invalid;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
@@ -188,7 +188,7 @@ public:
};
class CBSGenerate : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
@@ -212,7 +212,7 @@ class CBSJump : public CBodyState {
};
u32 _dummy = 0;
};
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
bool CheckForWallJump(CBodyController& bc, CStateManager& mgr);
void CheckForLand(CBodyController& bc, CStateManager& mgr);
void PlayJumpLoop(CStateManager& mgr, CBodyController& bc);
@@ -257,7 +257,7 @@ public:
class CBSSlide : public CBodyState {
float x4_rotateSpeed = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool ApplyHeadTracking() const override { return false; }
@@ -268,7 +268,7 @@ public:
};
class CBSTaunt : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
@@ -285,7 +285,7 @@ class CBSScripted : public CBodyState {
u32 _dummy = 0;
};
float x8_remTime = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool ApplyHeadTracking() const override { return false; }
@@ -298,7 +298,7 @@ class CBSCover : public CBodyState {
pas::ECoverState x4_state = pas::ECoverState::Invalid;
pas::ECoverDirection x8_coverDirection = pas::ECoverDirection::Invalid;
bool xc_needsExit = false;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
public:
bool ApplyHeadTracking() const override { return false; }
@@ -320,7 +320,7 @@ class CBSWallHang : public CBodyState {
};
u32 _dummy = 0;
};
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
pas::EAnimationState GetBodyStateTransition(float dt, const CBodyController& bc) const;
void FixInPlace(CBodyController& bc);
bool CheckForLand(CBodyController& bc, CStateManager& mgr);
bool CheckForWall(CBodyController& bc, CStateManager& mgr);