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https://github.com/AxioDL/metaforce.git
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Runtime: Make const/non-const getters have the same name
Makes for a more consistent interface, as getters won't have different names to remember based off whether or not they're const qualified.
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@@ -46,7 +46,7 @@ pas::EAnimationState CABSAim::UpdateBody(float dt, CBodyController& bc, CStateMa
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if (st == pas::EAnimationState::Invalid) {
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const zeus::CVector3f& target = bc.GetCommandMgr().GetAdditiveTargetVector();
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if (target.canBeNormalized()) {
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CAnimData& animData = *bc.GetOwner().ModelData()->AnimationData();
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CAnimData& animData = *bc.GetOwner().GetModelData()->GetAnimationData();
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float hAngle = zeus::clamp(-x18_angles[0], std::atan2(target.x(), target.y()), x18_angles[1]);
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hAngle *= 0.63661975f;
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@@ -85,7 +85,7 @@ pas::EAnimationState CABSAim::UpdateBody(float dt, CBodyController& bc, CStateMa
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}
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void CABSAim::Shutdown(CBodyController& bc) {
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CAnimData& animData = *bc.GetOwner().ModelData()->AnimationData();
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CAnimData& animData = *bc.GetOwner().GetModelData()->GetAnimationData();
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if (x28_hWeight != 0.f)
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animData.DelAdditiveAnimation(x8_anims[x28_hWeight < 0.f ? 0 : 1]);
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@@ -102,7 +102,7 @@ void CABSFlinch::Start(CBodyController& bc, CStateManager& mgr) {
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std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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x8_anim = best.second;
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CAnimData& animData = *bc.GetOwner().ModelData()->AnimationData();
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CAnimData& animData = *bc.GetOwner().GetModelData()->GetAnimationData();
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animData.AddAdditiveAnimation(x8_anim, x4_weight, false, true);
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}
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@@ -115,7 +115,7 @@ pas::EAnimationState CABSFlinch::GetBodyStateTransition(float dt, CBodyControlle
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pas::EAnimationState CABSFlinch::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) {
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const pas::EAnimationState st = GetBodyStateTransition(dt, bc);
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if (st == pas::EAnimationState::Invalid) {
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CAnimData& animData = *bc.GetOwner().ModelData()->AnimationData();
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CAnimData& animData = *bc.GetOwner().GetModelData()->GetAnimationData();
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CCharAnimTime rem = animData.GetAdditiveAnimationTree(x8_anim)->VGetTimeRemaining();
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if (std::fabs(rem.GetSeconds()) < 0.00001f)
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return pas::EAnimationState::AdditiveIdle;
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@@ -149,7 +149,7 @@ void CABSReaction::Start(CBodyController& bc, CStateManager& mgr) {
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x8_anim = best.second;
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if (x8_anim != -1) {
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CAnimData& animData = *bc.GetOwner().ModelData()->AnimationData();
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CAnimData& animData = *bc.GetOwner().GetModelData()->GetAnimationData();
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animData.AddAdditiveAnimation(x8_anim, x4_weight, x10_active, false);
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}
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}
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@@ -166,7 +166,7 @@ pas::EAnimationState CABSReaction::UpdateBody(float dt, CBodyController& bc, CSt
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if (x8_anim == -1)
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return pas::EAnimationState::AdditiveIdle;
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CAnimData& animData = *bc.GetOwner().ModelData()->AnimationData();
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CAnimData& animData = *bc.GetOwner().GetModelData()->GetAnimationData();
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if (x10_active) {
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if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::StopReaction)) {
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StopAnimation(bc);
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@@ -190,7 +190,7 @@ pas::EAnimationState CABSReaction::UpdateBody(float dt, CBodyController& bc, CSt
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void CABSReaction::StopAnimation(CBodyController& bc) {
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if (x8_anim != -1) {
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CAnimData& animData = *bc.GetOwner().ModelData()->AnimationData();
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CAnimData& animData = *bc.GetOwner().GetModelData()->GetAnimationData();
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animData.DelAdditiveAnimation(x8_anim);
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x8_anim = -1;
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}
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