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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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@@ -6,17 +6,17 @@
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namespace urde {
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void CGunController::LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 animSet) {
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x30_fidget.LoadAnimAsync(*x0_modelData.AnimationData(), type, gunId, animSet, mgr);
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x30_fidget.LoadAnimAsync(*x0_modelData.GetAnimationData(), type, gunId, animSet, mgr);
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}
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void CGunController::EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 animSet) {
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x54_curAnimId = x30_fidget.SetAnim(*x0_modelData.AnimationData(), type, gunId, animSet, mgr);
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x54_curAnimId = x30_fidget.SetAnim(*x0_modelData.GetAnimationData(), type, gunId, animSet, mgr);
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x50_gunState = EGunState::Fidget;
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}
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void CGunController::EnterFreeLook(CStateManager& mgr, s32 gunId, s32 setId) {
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if (x50_gunState != EGunState::ComboFire && !x58_25_enteredComboFire)
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x54_curAnimId = x4_freeLook.SetAnim(*x0_modelData.AnimationData(), gunId, setId, 0, mgr, 0.f);
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x54_curAnimId = x4_freeLook.SetAnim(*x0_modelData.GetAnimationData(), gunId, setId, 0, mgr, 0.f);
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else
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x4_freeLook.SetLoopState(x1c_comboFire.GetLoopState());
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x50_gunState = EGunState::FreeLook;
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@@ -24,7 +24,7 @@ void CGunController::EnterFreeLook(CStateManager& mgr, s32 gunId, s32 setId) {
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void CGunController::EnterComboFire(CStateManager& mgr, s32 gunId) {
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if (x50_gunState != EGunState::FreeLook)
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x54_curAnimId = x1c_comboFire.SetAnim(*x0_modelData.AnimationData(), gunId, 0, mgr, 0.f);
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x54_curAnimId = x1c_comboFire.SetAnim(*x0_modelData.GetAnimationData(), gunId, 0, mgr, 0.f);
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else
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x1c_comboFire.SetLoopState(x4_freeLook.GetLoopState());
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x50_gunState = EGunState::ComboFire;
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@@ -46,13 +46,13 @@ void CGunController::EnterStruck(CStateManager& mgr, float angle, bool bigStrike
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break;
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}
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const CPASDatabase& pasDatabase = x0_modelData.AnimationData()->GetCharacterInfo().GetPASDatabase();
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const CPASDatabase& pasDatabase = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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CPASAnimParmData parms(2, CPASAnimParm::FromInt32(x4_freeLook.GetGunId()), CPASAnimParm::FromReal32(angle),
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CPASAnimParm::FromBool(bigStrike), CPASAnimParm::FromBool(b2));
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std::pair<float, s32> anim = pasDatabase.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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x0_modelData.AnimationData()->EnableLooping(false);
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x0_modelData.GetAnimationData()->EnableLooping(false);
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CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
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x0_modelData.AnimationData()->SetAnimation(aparms, false);
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x0_modelData.GetAnimationData()->SetAnimation(aparms, false);
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x54_curAnimId = anim.second;
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x58_25_enteredComboFire = false;
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x50_gunState = bigStrike ? EGunState::BigStrike : EGunState::Strike;
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@@ -73,19 +73,19 @@ void CGunController::EnterIdle(CStateManager& mgr) {
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return;
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}
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const CPASDatabase& pasDatabase = x0_modelData.AnimationData()->GetCharacterInfo().GetPASDatabase();
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const CPASDatabase& pasDatabase = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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CPASAnimParmData parms(5, parm);
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std::pair<float, s32> anim = pasDatabase.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
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x0_modelData.AnimationData()->EnableLooping(false);
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x0_modelData.GetAnimationData()->EnableLooping(false);
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CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
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x0_modelData.AnimationData()->SetAnimation(aparms, false);
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x0_modelData.GetAnimationData()->SetAnimation(aparms, false);
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x54_curAnimId = anim.second;
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x50_gunState = EGunState::Idle;
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x58_25_enteredComboFire = false;
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}
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bool CGunController::Update(float dt, CStateManager& mgr) {
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CAnimData& animData = *x0_modelData.AnimationData();
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CAnimData& animData = *x0_modelData.GetAnimationData();
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switch (x50_gunState) {
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case EGunState::FreeLook: {
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x58_24_animDone = x4_freeLook.Update(animData, dt, mgr);
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@@ -126,7 +126,7 @@ bool CGunController::Update(float dt, CStateManager& mgr) {
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}
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void CGunController::ReturnToDefault(CStateManager& mgr, float dt, bool setState) {
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CAnimData& animData = *x0_modelData.AnimationData();
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CAnimData& animData = *x0_modelData.GetAnimationData();
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switch (x50_gunState) {
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case EGunState::Strike:
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@@ -159,11 +159,11 @@ void CGunController::ReturnToDefault(CStateManager& mgr, float dt, bool setState
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}
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void CGunController::ReturnToBasePosition(CStateManager& mgr, float) {
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const CPASDatabase& pasDatabase = x0_modelData.AnimationData()->GetCharacterInfo().GetPASDatabase();
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const CPASDatabase& pasDatabase = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
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std::pair<float, s32> anim = pasDatabase.FindBestAnimation(CPASAnimParmData(6), *mgr.GetActiveRandom(), -1);
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x0_modelData.AnimationData()->EnableLooping(false);
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x0_modelData.GetAnimationData()->EnableLooping(false);
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CAnimPlaybackParms parms(anim.second, -1, 1.f, true);
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x0_modelData.AnimationData()->SetAnimation(parms, false);
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x0_modelData.GetAnimationData()->SetAnimation(parms, false);
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x54_curAnimId = anim.second;
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x58_25_enteredComboFire = false;
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}
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