mirror of https://github.com/AxioDL/metaforce.git
CObjectList: Make IsQualified() a const member function
None of the implementations modify object instance state, so this can be made const qualified.
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2f9dd38bbe
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@ -91,6 +91,6 @@ CEntity* CObjectList::GetValidObjectById(TUniqueId uid) {
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return ent.entity;
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return ent.entity;
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}
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}
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bool CObjectList::IsQualified(const CEntity&) { return true; }
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bool CObjectList::IsQualified(const CEntity&) const { return true; }
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} // namespace urde
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} // namespace urde
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@ -80,7 +80,7 @@ public:
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CEntity* GetValidObjectById(TUniqueId uid);
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CEntity* GetValidObjectById(TUniqueId uid);
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s16 GetFirstObjectIndex() const { return x2008_firstId; }
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s16 GetFirstObjectIndex() const { return x2008_firstId; }
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s16 GetNextObjectIndex(s16 prev) const { return x0_list[prev].next; }
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s16 GetNextObjectIndex(s16 prev) const { return x0_list[prev].next; }
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virtual bool IsQualified(const CEntity&);
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virtual bool IsQualified(const CEntity&) const;
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u16 size() const { return x200a_count; }
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u16 size() const { return x200a_count; }
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};
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};
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@ -14,39 +14,39 @@ namespace urde {
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CActorList::CActorList() : CObjectList(EGameObjectList::Actor) {}
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CActorList::CActorList() : CObjectList(EGameObjectList::Actor) {}
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bool CActorList::IsQualified(const CEntity& ent) { return TCastToConstPtr<CActor>(ent); }
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bool CActorList::IsQualified(const CEntity& ent) const { return TCastToConstPtr<CActor>(ent); }
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CPhysicsActorList::CPhysicsActorList() : CObjectList(EGameObjectList::PhysicsActor) {}
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CPhysicsActorList::CPhysicsActorList() : CObjectList(EGameObjectList::PhysicsActor) {}
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bool CPhysicsActorList::IsQualified(const CEntity& ent) { return TCastToConstPtr<CPhysicsActor>(ent); }
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bool CPhysicsActorList::IsQualified(const CEntity& ent) const { return TCastToConstPtr<CPhysicsActor>(ent); }
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CGameCameraList::CGameCameraList() : CObjectList(EGameObjectList::GameCamera) {}
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CGameCameraList::CGameCameraList() : CObjectList(EGameObjectList::GameCamera) {}
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bool CGameCameraList::IsQualified(const CEntity& ent) { return TCastToConstPtr<CGameCamera>(ent); }
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bool CGameCameraList::IsQualified(const CEntity& ent) const { return TCastToConstPtr<CGameCamera>(ent); }
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CListeningAiList::CListeningAiList() : CObjectList(EGameObjectList::ListeningAi) {}
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CListeningAiList::CListeningAiList() : CObjectList(EGameObjectList::ListeningAi) {}
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bool CListeningAiList::IsQualified(const CEntity& ent) {
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bool CListeningAiList::IsQualified(const CEntity& ent) const {
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TCastToConstPtr<CAi> ai(ent);
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const TCastToConstPtr<CAi> ai(ent);
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return ai && ai->IsListening();
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return ai && ai->IsListening();
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}
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}
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CAiWaypointList::CAiWaypointList() : CObjectList(EGameObjectList::AiWaypoint) {}
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CAiWaypointList::CAiWaypointList() : CObjectList(EGameObjectList::AiWaypoint) {}
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bool CAiWaypointList::IsQualified(const CEntity& ent) {
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bool CAiWaypointList::IsQualified(const CEntity& ent) const {
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return TCastToConstPtr<CScriptCoverPoint>(ent) || TCastToConstPtr<CScriptAiJumpPoint>(ent);
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return TCastToConstPtr<CScriptCoverPoint>(ent) || TCastToConstPtr<CScriptAiJumpPoint>(ent);
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}
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}
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CPlatformAndDoorList::CPlatformAndDoorList() : CObjectList(EGameObjectList::PlatformAndDoor) {}
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CPlatformAndDoorList::CPlatformAndDoorList() : CObjectList(EGameObjectList::PlatformAndDoor) {}
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bool CPlatformAndDoorList::IsQualified(const CEntity& ent) { return IsDoor(ent) || IsPlatform(ent); }
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bool CPlatformAndDoorList::IsQualified(const CEntity& ent) const { return IsDoor(ent) || IsPlatform(ent); }
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bool CPlatformAndDoorList::IsDoor(const CEntity& ent) { return TCastToConstPtr<CScriptDoor>(ent); }
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bool CPlatformAndDoorList::IsDoor(const CEntity& ent) const { return TCastToConstPtr<CScriptDoor>(ent); }
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bool CPlatformAndDoorList::IsPlatform(const CEntity& ent) { return TCastToConstPtr<CScriptPlatform>(ent); }
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bool CPlatformAndDoorList::IsPlatform(const CEntity& ent) const { return TCastToConstPtr<CScriptPlatform>(ent); }
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CGameLightList::CGameLightList() : CObjectList(EGameObjectList::GameLight) {}
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CGameLightList::CGameLightList() : CObjectList(EGameObjectList::GameLight) {}
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bool CGameLightList::IsQualified(const CEntity& lt) { return TCastToConstPtr<CGameLight>(lt); }
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bool CGameLightList::IsQualified(const CEntity& lt) const { return TCastToConstPtr<CGameLight>(lt); }
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} // namespace urde
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} // namespace urde
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@ -8,47 +8,47 @@ class CActorList : public CObjectList {
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public:
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public:
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CActorList();
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CActorList();
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bool IsQualified(const CEntity&) override;
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bool IsQualified(const CEntity&) const override;
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};
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};
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class CPhysicsActorList : public CObjectList {
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class CPhysicsActorList : public CObjectList {
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public:
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public:
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CPhysicsActorList();
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CPhysicsActorList();
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bool IsQualified(const CEntity&) override;
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bool IsQualified(const CEntity&) const override;
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};
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};
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class CGameCameraList : public CObjectList {
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class CGameCameraList : public CObjectList {
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public:
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public:
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CGameCameraList();
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CGameCameraList();
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bool IsQualified(const CEntity&) override;
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bool IsQualified(const CEntity&) const override;
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};
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};
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class CListeningAiList : public CObjectList {
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class CListeningAiList : public CObjectList {
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public:
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public:
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CListeningAiList();
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CListeningAiList();
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bool IsQualified(const CEntity&) override;
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bool IsQualified(const CEntity&) const override;
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};
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};
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class CAiWaypointList : public CObjectList {
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class CAiWaypointList : public CObjectList {
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public:
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public:
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CAiWaypointList();
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CAiWaypointList();
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bool IsQualified(const CEntity&) override;
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bool IsQualified(const CEntity&) const override;
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};
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};
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class CPlatformAndDoorList : public CObjectList {
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class CPlatformAndDoorList : public CObjectList {
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public:
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public:
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CPlatformAndDoorList();
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CPlatformAndDoorList();
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bool IsQualified(const CEntity&) override;
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bool IsQualified(const CEntity&) const override;
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bool IsDoor(const CEntity&);
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bool IsDoor(const CEntity&) const;
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bool IsPlatform(const CEntity&);
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bool IsPlatform(const CEntity&) const;
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};
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};
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class CGameLightList : public CObjectList {
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class CGameLightList : public CObjectList {
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public:
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public:
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CGameLightList();
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CGameLightList();
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bool IsQualified(const CEntity&) override;
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bool IsQualified(const CEntity&) const override;
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};
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};
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} // namespace urde
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} // namespace urde
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