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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 11:07:44 +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

@@ -104,7 +104,7 @@ void CGunWeapon::Reset(CStateManager& mgr) {
if (!x218_26_loaded)
return;
x10_solidModelData->AnimationData()->EnableLooping(false);
x10_solidModelData->GetAnimationData()->EnableLooping(false);
if (x218_25_enableCharge)
x218_25_enableCharge = false;
else
@@ -116,9 +116,9 @@ static const s32 skAnimTypeList[] = {0, 4, 1, 2, 3, 5, 6, 7, 8, 9, 10};
void CGunWeapon::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {
if (x218_26_loaded && type >= NWeaponTypes::EGunAnimType::BasePosition &&
type <= NWeaponTypes::EGunAnimType::ToBeam) {
x10_solidModelData->AnimationData()->EnableLooping(loop);
x10_solidModelData->GetAnimationData()->EnableLooping(loop);
CAnimPlaybackParms parms(skAnimTypeList[int(type)], -1, 1.f, true);
x10_solidModelData->AnimationData()->SetAnimation(parms, false);
x10_solidModelData->GetAnimationData()->SetAnimation(parms, false);
}
}
@@ -173,9 +173,9 @@ void CGunWeapon::Fire(bool underwater, float dt, EChargeState chargeState, const
mgr.GetCameraManager()->AddCameraShaker(CCameraShakeData::skChargedShotCameraShakeData, false);
}
x10_solidModelData->AnimationData()->EnableLooping(false);
x10_solidModelData->GetAnimationData()->EnableLooping(false);
CAnimPlaybackParms parms(skShootAnim[int(chargeState)], -1, 1.f, true);
x10_solidModelData->AnimationData()->SetAnimation(parms, false);
x10_solidModelData->GetAnimationData()->SetAnimation(parms, false);
}
void CGunWeapon::EnableFx(bool enable) {
@@ -304,7 +304,7 @@ void CGunWeapon::LoadGunModels(CStateManager& mgr) {
x10_solidModelData.emplace(CAnimRes(x214_ancsId, 0, x4_scale, defaultAnim, false));
x60_holoModelData.emplace(CAnimRes(x214_ancsId, 1, x4_scale, defaultAnim, false));
CAnimPlaybackParms parms(defaultAnim, -1, 1.f, true);
x10_solidModelData->AnimationData()->SetAnimation(parms, true);
x10_solidModelData->GetAnimationData()->SetAnimation(parms, true);
LoadSuitArm(mgr);
x10_solidModelData->SetSortThermal(true);
x60_holoModelData->SetSortThermal(true);
@@ -478,7 +478,7 @@ void CGunWeapon::DrawHologram(const CStateManager& mgr, const zeus::CTransform&
// g_Renderer->SetAmbientColor(zeus::skWhite);
CSkinnedModel& model = const_cast<CSkinnedModel&>(*x60_holoModelData->GetAnimationData()->GetModelData());
model.GetModelInst()->ActivateLights({CLight::BuildLocalAmbient({}, zeus::skWhite)});
const_cast<CGunWeapon*>(this)->x10_solidModelData->AnimationData()->Render(model, flags, {}, nullptr);
const_cast<CGunWeapon*>(this)->x10_solidModelData->GetAnimationData()->Render(model, flags, {}, nullptr);
// g_Renderer->SetAmbientColor(zeus::skWhite);
// CGraphics::DisableAllLights();
}