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