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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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@@ -216,7 +216,7 @@ void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CSt
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x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
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x744_auxWeapon->Load(x310_currentBeam, mgr);
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CAnimPlaybackParms parms(skBeamAnimIds[int(mgr.GetPlayerState()->GetCurrentBeam())], -1, 1.f, true);
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x6e0_rightHandModel.AnimationData()->SetAnimation(parms, false);
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x6e0_rightHandModel.GetAnimationData()->SetAnimation(parms, false);
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break;
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}
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case EScriptObjectMessage::Deleted:
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@@ -489,7 +489,7 @@ void CPlayerGun::ResetBeamParams(CStateManager& mgr, const CPlayerState& playerS
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if (playerState.ItemEnabled(CPlayerState::EItemType::ChargeBeam))
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ResetCharge(mgr, false);
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CAnimPlaybackParms parms(skBeamAnimIds[int(x314_nextBeam)], -1, 1.f, true);
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x6e0_rightHandModel.AnimationData()->SetAnimation(parms, false);
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x6e0_rightHandModel.GetAnimationData()->SetAnimation(parms, false);
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Reset(mgr, false);
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if (playSelectionSfx)
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CSfxManager::SfxStart(SFXwpn_morph_out_wipe, 1.f, 0.f, true, 0x7f, false, kInvalidAreaId);
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@@ -2018,7 +2018,7 @@ void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frust
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x740_grappleArm->PreRender(mgr, frustum, camPos);
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if (x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone || activeVisor == CPlayerState::EPlayerVisor::XRay)
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x6e0_rightHandModel.AnimationData()->PreRender();
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x6e0_rightHandModel.GetAnimationData()->PreRender();
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if (x833_28_phazonBeamActive)
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g_Renderer->AllocatePhazonSuitMaskTexture();
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