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CGrappleArm: Remove const_cast within RenderXRayModel()
Same behavior, but without a cast.
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9063b16d36
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@ -474,14 +474,13 @@ void CGrappleArm::PreRender(const CStateManager& mgr, const zeus::CFrustum& frus
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}
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}
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}
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}
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void CGrappleArm::RenderXRayModel(const CStateManager& mgr, const zeus::CTransform& modelXf,
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void CGrappleArm::RenderXRayModel(const CStateManager& mgr, const zeus::CTransform& modelXf, const CModelFlags& flags) {
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const CModelFlags& flags) const {
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CGraphics::SetModelMatrix(modelXf * zeus::CTransform::Scale(x0_grappleArmModel->GetScale()));
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CGraphics::SetModelMatrix(modelXf * zeus::CTransform::Scale(x0_grappleArmModel->GetScale()));
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// CGraphics::DisableAllLights();
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// CGraphics::DisableAllLights();
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// g_Renderer->SetAmbientColor(zeus::skWhite);
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// g_Renderer->SetAmbientColor(zeus::skWhite);
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CSkinnedModel& model = const_cast<CSkinnedModel&>(*x50_grappleArmSkeletonModel->GetAnimationData()->GetModelData());
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CSkinnedModel& model = const_cast<CSkinnedModel&>(*x50_grappleArmSkeletonModel->GetAnimationData()->GetModelData());
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model.GetModelInst()->ActivateLights({CLight::BuildLocalAmbient({}, zeus::skWhite)});
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model.GetModelInst()->ActivateLights({CLight::BuildLocalAmbient({}, zeus::skWhite)});
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const_cast<CGrappleArm*>(this)->x0_grappleArmModel->GetAnimationData()->Render(model, flags, {}, nullptr);
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x0_grappleArmModel->GetAnimationData()->Render(model, flags, {}, nullptr);
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// g_Renderer->SetAmbientColor(zeus::skWhite);
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// g_Renderer->SetAmbientColor(zeus::skWhite);
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// CGraphics::DisableAllLights();
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// CGraphics::DisableAllLights();
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}
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}
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@ -491,7 +490,7 @@ void CGrappleArm::PointGenerator(void* ctx, const std::vector<std::pair<zeus::CV
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}
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}
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void CGrappleArm::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags,
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void CGrappleArm::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags,
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const CActorLights* lights) const {
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const CActorLights* lights) {
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if (x3b2_24_active && !x3b2_29_suitLoading) {
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if (x3b2_24_active && !x3b2_29_suitLoading) {
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SCOPED_GRAPHICS_DEBUG_GROUP("CGrappleArm::Render", zeus::skOrange);
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SCOPED_GRAPHICS_DEBUG_GROUP("CGrappleArm::Render", zeus::skOrange);
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zeus::CTransform modelXf = zeus::CTransform::Translate(pos) * x220_xf * x2e0_auxXf;
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zeus::CTransform modelXf = zeus::CTransform::Translate(pos) * x220_xf * x2e0_auxXf;
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@ -105,7 +105,7 @@ private:
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void UpdateGrappleBeamFx(const zeus::CVector3f& beamGunPos, const zeus::CVector3f& beamAirPos, CStateManager& mgr);
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void UpdateGrappleBeamFx(const zeus::CVector3f& beamGunPos, const zeus::CVector3f& beamAirPos, CStateManager& mgr);
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bool UpdateGrappleBeam(float dt, const zeus::CTransform& beamLoc, CStateManager& mgr);
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bool UpdateGrappleBeam(float dt, const zeus::CTransform& beamLoc, CStateManager& mgr);
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void UpdateSwingAction(float grappleSwingT, float dt, CStateManager& mgr);
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void UpdateSwingAction(float grappleSwingT, float dt, CStateManager& mgr);
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void RenderXRayModel(const CStateManager& mgr, const zeus::CTransform& modelXf, const CModelFlags& flags) const;
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void RenderXRayModel(const CStateManager& mgr, const zeus::CTransform& modelXf, const CModelFlags& flags);
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static void PointGenerator(void* ctx, const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn);
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static void PointGenerator(void* ctx, const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn);
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@ -130,7 +130,7 @@ public:
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void Update(float grappleSwingT, float dt, CStateManager& mgr);
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void Update(float grappleSwingT, float dt, CStateManager& mgr);
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void PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos);
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void PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos);
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void Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags,
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void Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags,
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const CActorLights* lights) const;
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const CActorLights* lights);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool notInFreeLook);
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void EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool notInFreeLook);
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void EnterIdle(CStateManager& mgr);
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void EnterIdle(CStateManager& mgr);
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