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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-08 22:27:43 +00:00

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.
This commit is contained in:
Lioncash
2019-08-14 10:58:54 -04:00
parent 6760f78568
commit afab3e0327
60 changed files with 284 additions and 284 deletions

View File

@@ -15,7 +15,7 @@ CBodyController::CBodyController(CActor& actor, float turnSpeed, EBodyType bodyT
x2a4_bodyStateInfo.x18_bodyController = this;
}
void CBodyController::EnableAnimation(bool e) { x0_actor.ModelData()->AnimationData()->EnableAnimation(e); }
void CBodyController::EnableAnimation(bool e) { x0_actor.GetModelData()->GetAnimationData()->EnableAnimation(e); }
void CBodyController::Activate(CStateManager& mgr) {
x300_25_active = true;
@@ -77,8 +77,8 @@ void CBodyController::Update(float dt, CStateManager& mgr) {
bool CBodyController::HasBodyState(pas::EAnimationState s) const { return GetPASDatabase().HasState(s32(s)); }
void CBodyController::SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop, bool noTrans) {
x0_actor.ModelData()->AnimationData()->SetAnimation(parms, noTrans);
x0_actor.ModelData()->EnableLooping(loop);
x0_actor.GetModelData()->GetAnimationData()->SetAnimation(parms, noTrans);
x0_actor.GetModelData()->EnableLooping(loop);
x2f8_curAnim = parms.GetAnimationId();
}
@@ -86,13 +86,13 @@ float CBodyController::GetAnimTimeRemaining() const {
return x0_actor.GetModelData()->GetAnimationData()->GetAnimTimeRemaining("Whole Body");
}
void CBodyController::SetPlaybackRate(float r) { x0_actor.ModelData()->AnimationData()->SetPlaybackRate(r); }
void CBodyController::SetPlaybackRate(float r) { x0_actor.GetModelData()->GetAnimationData()->SetPlaybackRate(r); }
const CPASDatabase& CBodyController::GetPASDatabase() const {
return x0_actor.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase();
}
void CBodyController::MultiplyPlaybackRate(float r) { x0_actor.ModelData()->AnimationData()->MultiplyPlaybackRate(r); }
void CBodyController::MultiplyPlaybackRate(float r) { x0_actor.GetModelData()->GetAnimationData()->MultiplyPlaybackRate(r); }
void CBodyController::FaceDirection(const zeus::CVector3f& v0, float dt) {
if (x300_26_frozen)