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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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@@ -396,7 +396,7 @@ bool CKnockBackController::TickDeferredTimer(float dt) {
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}
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EKnockBackCharacterState CKnockBackController::GetKnockBackCharacterState(CPatterned& parent) {
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if (parent.BodyController()->IsFrozen())
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if (parent.GetBodyController()->IsFrozen())
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return parent.IsAlive() ? EKnockBackCharacterState::FrozenAlive : EKnockBackCharacterState::FrozenDead;
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return parent.IsAlive() ? EKnockBackCharacterState::Alive : EKnockBackCharacterState::Dead;
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}
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@@ -409,23 +409,23 @@ void CKnockBackController::ValidateState(CPatterned& parent) {
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EKnockBackAnimationState useState = EKnockBackAnimationState::Invalid;
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if (parent.IsAlive()) {
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if (parent.BodyController()->HasBodyState(pas::EAnimationState::Hurled) && x80_availableStates.test(3) &&
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if (parent.GetBodyController()->HasBodyState(pas::EAnimationState::Hurled) && x80_availableStates.test(3) &&
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x4_activeParms.x0_animState >= EKnockBackAnimationState::Hurled) {
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useState = EKnockBackAnimationState::Hurled;
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} else if (parent.BodyController()->HasBodyState(pas::EAnimationState::KnockBack) && x80_availableStates.test(2) &&
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} else if (parent.GetBodyController()->HasBodyState(pas::EAnimationState::KnockBack) && x80_availableStates.test(2) &&
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x4_activeParms.x0_animState >= EKnockBackAnimationState::KnockBack) {
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useState = EKnockBackAnimationState::KnockBack;
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} else if (parent.BodyController()->HasBodyState(pas::EAnimationState::AdditiveFlinch) &&
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} else if (parent.GetBodyController()->HasBodyState(pas::EAnimationState::AdditiveFlinch) &&
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x80_availableStates.test(1) && x4_activeParms.x0_animState >= EKnockBackAnimationState::Flinch) {
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useState = EKnockBackAnimationState::Flinch;
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}
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} else {
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if (parent.BodyController()->HasBodyState(pas::EAnimationState::Fall) && x80_availableStates.test(4) &&
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if (parent.GetBodyController()->HasBodyState(pas::EAnimationState::Fall) && x80_availableStates.test(4) &&
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(x4_activeParms.x0_animState >= EKnockBackAnimationState::Fall ||
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(!parent.BodyController()->HasBodyState(pas::EAnimationState::Hurled) &&
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(!parent.GetBodyController()->HasBodyState(pas::EAnimationState::Hurled) &&
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x4_activeParms.x0_animState >= EKnockBackAnimationState::Hurled))) {
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useState = EKnockBackAnimationState::Fall;
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} else if (parent.BodyController()->HasBodyState(pas::EAnimationState::Hurled) && x80_availableStates.test(3) &&
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} else if (parent.GetBodyController()->HasBodyState(pas::EAnimationState::Hurled) && x80_availableStates.test(3) &&
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x4_activeParms.x0_animState >= EKnockBackAnimationState::Hurled) {
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useState = EKnockBackAnimationState::Hurled;
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}
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@@ -483,26 +483,26 @@ void CKnockBackController::DoKnockBackAnimation(const zeus::CVector3f& backVec,
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hurlVel = std::sqrt(parent.GetGravityConstant() * 0.5f * hurlVel);
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zeus::CVector3f backUpVec = backVec + backVec.magnitude() * zeus::skUp;
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if (backUpVec.canBeNormalized()) {
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parent.BodyController()->GetCommandMgr().DeliverCmd(CBCHurledCmd(-backVec, backUpVec.normalized() * hurlVel));
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parent.GetBodyController()->GetCommandMgr().DeliverCmd(CBCHurledCmd(-backVec, backUpVec.normalized() * hurlVel));
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parent.SetMomentumWR({0.f, 0.f, parent.GetGravityConstant() * -parent.GetMass()});
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}
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break;
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}
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case EKnockBackAnimationState::Fall: {
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parent.BodyController()->GetCommandMgr().DeliverCmd(CBCKnockDownCmd(-backVec, x7c_severity));
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parent.GetBodyController()->GetCommandMgr().DeliverCmd(CBCKnockDownCmd(-backVec, x7c_severity));
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break;
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}
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case EKnockBackAnimationState::KnockBack: {
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parent.BodyController()->GetCommandMgr().DeliverCmd(CBCKnockBackCmd(-backVec, x7c_severity));
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parent.GetBodyController()->GetCommandMgr().DeliverCmd(CBCKnockBackCmd(-backVec, x7c_severity));
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break;
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}
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case EKnockBackAnimationState::Flinch: {
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std::pair<float, s32> bestAnim =
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parent.BodyController()->GetPASDatabase().FindBestAnimation(CPASAnimParmData(23), *mgr.GetActiveRandom(), -1);
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parent.GetBodyController()->GetPASDatabase().FindBestAnimation(CPASAnimParmData(23), *mgr.GetActiveRandom(), -1);
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if (bestAnim.first > 0.f) {
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parent.ModelData()->AnimationData()->AddAdditiveAnimation(bestAnim.second, 1.f, false, true);
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parent.GetModelData()->GetAnimationData()->AddAdditiveAnimation(bestAnim.second, 1.f, false, true);
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x64_flinchRemTime =
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std::max(parent.ModelData()->AnimationData()->GetAnimationDuration(bestAnim.second), x64_flinchRemTime);
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std::max(parent.GetModelData()->GetAnimationData()->GetAnimationDuration(bestAnim.second), x64_flinchRemTime);
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}
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break;
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}
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@@ -562,8 +562,8 @@ void CKnockBackController::Update(float dt, CStateManager& mgr, CPatterned& pare
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x64_flinchRemTime -= dt;
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if (TickDeferredTimer(dt))
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DoDeferredKnockBack(mgr, parent);
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if (x82_26_locomotionDuringElectrocution && parent.BodyController()->IsElectrocuting())
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parent.BodyController()->GetCommandMgr().DeliverCmd(CBodyStateCmd(EBodyStateCmd::Locomotion));
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if (x82_26_locomotionDuringElectrocution && parent.GetBodyController()->IsElectrocuting())
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parent.GetBodyController()->GetCommandMgr().DeliverCmd(CBodyStateCmd(EBodyStateCmd::Locomotion));
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}
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EKnockBackWeaponType CKnockBackController::GetKnockBackWeaponType(const CDamageInfo& info, EWeaponType wType,
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