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CGameState: Remove use of const_cast

Same behavior, but nicer to read.
This commit is contained in:
Lioncash
2020-03-29 20:52:30 -04:00
parent 603942daaf
commit 24fe7ec499
2 changed files with 3 additions and 3 deletions

View File

@@ -205,7 +205,7 @@ void CGameState::WriteBackupBuf() {
PutTo(w);
}
void CGameState::PutTo(CBitStreamWriter& writer) const {
void CGameState::PutTo(CBitStreamWriter& writer) {
for (u32 i = 0; i < 128; i++)
writer.WriteEncoded(x0_[i], 8);
@@ -227,7 +227,7 @@ void CGameState::PutTo(CBitStreamWriter& writer) const {
for (const auto& memWorld : memWorlds) {
TLockedToken<CSaveWorld> saveWorld =
g_SimplePool->GetObj(SObjectTag{FOURCC('SAVW'), memWorld.second.GetSaveWorldAssetId()});
const CWorldState& wld = const_cast<CGameState&>(*this).StateForWorld(memWorld.first);
const CWorldState& wld = StateForWorld(memWorld.first);
wld.PutTo(writer, *saveWorld);
}
}