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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

@@ -860,7 +860,7 @@ void CGameArea::Validate(CStateManager& mgr) {
PostConstructArea();
if (x4_selfIdx != kInvalidAreaId)
mgr.WorldNC()->MoveAreaToAliveChain(x4_selfIdx);
mgr.GetWorld()->MoveAreaToAliveChain(x4_selfIdx);
LoadScriptObjects(mgr);
@@ -882,7 +882,7 @@ void CGameArea::Validate(CStateManager& mgr) {
}
void CGameArea::LoadScriptObjects(CStateManager& mgr) {
CWorldLayerState& layerState = *mgr.LayerState();
CWorldLayerState& layerState = *mgr.WorldLayerState();
u32 layerCount = layerState.GetAreaLayerCount(x4_selfIdx);
std::vector<TEditorId> objIds;
for (u32 i = 0; i < layerCount; ++i) {
@@ -1113,7 +1113,7 @@ void CGameArea::VerifyTokenList(CStateManager& stateMgr) {
auto end = xac_deps2.end();
for (int lidx = int(xbc_layerDepOffsets.size() - 1); lidx >= 0; --lidx) {
auto begin = xac_deps2.begin() + xbc_layerDepOffsets[lidx];
if (stateMgr.LayerState()->IsLayerActive(x4_selfIdx, lidx)) {
if (stateMgr.WorldLayerState()->IsLayerActive(x4_selfIdx, lidx)) {
for (auto it = begin; it != end; ++it) {
xdc_tokens.push_back(g_SimplePool->GetObj(*it));
xdc_tokens.back().Lock();