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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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@@ -97,8 +97,8 @@ void CEyeball::Think(float dt, CStateManager& mgr) {
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x5a8_targetPosition = player.GetTranslation() - (0.5f * player.GetVelocity());
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x570_boneTracking.SetTargetPosition(x5a8_targetPosition);
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x570_boneTracking.Update(dt);
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ModelData()->AnimationData()->PreRender();
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x570_boneTracking.PreRender(mgr, *ModelData()->AnimationData(), GetTransform(), GetModelData()->GetScale(),
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GetModelData()->GetAnimationData()->PreRender();
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x570_boneTracking.PreRender(mgr, *GetModelData()->GetAnimationData(), GetTransform(), GetModelData()->GetScale(),
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*x450_bodyController.get());
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} else
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x570_boneTracking.SetActive(false);
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@@ -232,7 +232,7 @@ void CEyeball::FireBeam(CStateManager& mgr, const zeus::CTransform& xf) {
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void CEyeball::PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) {
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CPatterned::PreRender(mgr, frustum);
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x570_boneTracking.PreRender(mgr, *ModelData()->AnimationData(), GetTransform(), GetModelData()->GetScale(),
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x570_boneTracking.PreRender(mgr, *GetModelData()->GetAnimationData(), GetTransform(), GetModelData()->GetScale(),
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*x450_bodyController);
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}
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