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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 04:27:42 +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

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