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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.
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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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