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