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CPlayer: Make nearby variables const
Makes nearby variables from the previous change const to make their immutability explicit.
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@ -1688,16 +1688,16 @@ void CPlayer::ProcessInput(const CFinalInput& input, CStateManager& mgr) {
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if (x2f8_morphBallState == EPlayerMorphBallState::Unmorphed && x4a0_failsafeTest->Passes()) {
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if (x2f8_morphBallState == EPlayerMorphBallState::Unmorphed && x4a0_failsafeTest->Passes()) {
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auto* prim = static_cast<const CCollidableAABox*>(GetCollisionPrimitive());
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auto* prim = static_cast<const CCollidableAABox*>(GetCollisionPrimitive());
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zeus::CAABox tmpAABB(prim->GetBox().min - 0.2f, prim->GetBox().max + 0.2f);
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const zeus::CAABox tmpAABB(prim->GetBox().min - 0.2f, prim->GetBox().max + 0.2f);
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CCollidableAABox tmpBox(tmpAABB, prim->GetMaterial());
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const CCollidableAABox tmpBox(tmpAABB, prim->GetMaterial());
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CPhysicsActor::Stop();
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CPhysicsActor::Stop();
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zeus::CAABox testBounds = prim->GetBox().getTransformedAABox(x34_transform);
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const zeus::CAABox testBounds = prim->GetBox().getTransformedAABox(x34_transform);
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zeus::CAABox expandedBounds(testBounds.min - 3.f, testBounds.max + 3.f);
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const zeus::CAABox expandedBounds(testBounds.min - 3.f, testBounds.max + 3.f);
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CAreaCollisionCache cache(expandedBounds);
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CAreaCollisionCache cache(expandedBounds);
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CGameCollision::BuildAreaCollisionCache(mgr, cache);
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CGameCollision::BuildAreaCollisionCache(mgr, cache);
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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rstl::reserved_vector<TUniqueId, 1024> nearList;
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mgr.BuildColliderList(nearList, *this, expandedBounds);
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mgr.BuildColliderList(nearList, *this, expandedBounds);
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std::optional<zeus::CVector3f> nonIntVec =
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const std::optional<zeus::CVector3f> nonIntVec =
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CGameCollision::FindNonIntersectingVector(mgr, cache, *this, tmpBox, nearList);
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CGameCollision::FindNonIntersectingVector(mgr, cache, *this, tmpBox, nearList);
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if (nonIntVec) {
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if (nonIntVec) {
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x4a0_failsafeTest->Reset();
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x4a0_failsafeTest->Reset();
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