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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.
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

@@ -12,7 +12,7 @@ CGunMotion::CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale)
}
void CGunMotion::LoadAnimations() {
NWeaponTypes::get_token_vector(*x0_modelData.AnimationData(), 0, 14, xa8_anims, true);
NWeaponTypes::get_token_vector(*x0_modelData.GetAnimationData(), 0, 14, xa8_anims, true);
}
bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike) {
@@ -52,9 +52,9 @@ bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr
}
if (animId != -1) {
x0_modelData.AnimationData()->EnableLooping(loop);
x0_modelData.GetAnimationData()->EnableLooping(loop);
CAnimPlaybackParms aparms(animId, -1, 1.f, true);
x0_modelData.AnimationData()->SetAnimation(aparms, false);
x0_modelData.GetAnimationData()->SetAnimation(aparms, false);
}
return loop;
@@ -65,9 +65,9 @@ void CGunMotion::ReturnToDefault(CStateManager& mgr, bool setState) {
}
void CGunMotion::BasePosition(bool bigStrikeReset) {
x0_modelData.AnimationData()->EnableLooping(false);
x0_modelData.GetAnimationData()->EnableLooping(false);
CAnimPlaybackParms aparms(bigStrikeReset ? 6 : 0, -1, 1.f, true);
x0_modelData.AnimationData()->SetAnimation(aparms, false);
x0_modelData.GetAnimationData()->SetAnimation(aparms, false);
}
void CGunMotion::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2) {