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