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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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@@ -985,7 +985,7 @@ void CMorphBall::EnterMorphBallState(CStateManager& mgr) {
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UpdateEffects(0.f, mgr);
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x187c_spiderBallState = ESpiderBallState::Inactive;
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CAnimPlaybackParms parms(0, -1, 1.f, true);
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x58_ballModel->AnimationData()->SetAnimation(parms, false);
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x58_ballModel->GetAnimationData()->SetAnimation(parms, false);
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x1e20_ballAnimIdx = 0;
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StopEffects();
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x1c30_boostOverLightFactor = 0.f;
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@@ -1140,7 +1140,7 @@ void CMorphBall::ComputeBoostBallMovement(const CFinalInput& input, CStateManage
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x187c_spiderBallState != ESpiderBallState::Active) {
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if (x1e20_ballAnimIdx == 0) {
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CAnimPlaybackParms parms(1, -1, 1.f, true);
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x58_ballModel->AnimationData()->SetAnimation(parms, false);
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x58_ballModel->GetAnimationData()->SetAnimation(parms, false);
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x1e20_ballAnimIdx = 1;
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x1e24_boostSfxHandle = CSfxManager::SfxStart(SFXsam_ball_charge_lp, 1.f, 0.f, true, 0x7f, true, kInvalidAreaId);
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}
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@@ -1150,7 +1150,7 @@ void CMorphBall::ComputeBoostBallMovement(const CFinalInput& input, CStateManage
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} else {
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if (x1e20_ballAnimIdx == 1) {
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CAnimPlaybackParms parms(0, -1, 1.f, true);
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x58_ballModel->AnimationData()->SetAnimation(parms, false);
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x58_ballModel->GetAnimationData()->SetAnimation(parms, false);
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x1e20_ballAnimIdx = 0;
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CSfxManager::RemoveEmitter(x1e24_boostSfxHandle);
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if (x1de8_boostChargeTime >= g_tweakBall->GetBoostBallMinChargeTime()) {
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@@ -1251,7 +1251,7 @@ void CMorphBall::CancelBoosting() {
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x1df4_boostDrainTime = 0.f;
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if (x1e20_ballAnimIdx == 1) {
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CAnimPlaybackParms parms(0, -1, 1.f, true);
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x58_ballModel->AnimationData()->SetAnimation(parms, false);
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x58_ballModel->GetAnimationData()->SetAnimation(parms, false);
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x1e20_ballAnimIdx = 0;
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CSfxManager::SfxStop(x1e24_boostSfxHandle);
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}
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@@ -1350,9 +1350,9 @@ void CMorphBall::PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) {
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if (x1c34_boostLightFactor == 1.f)
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return;
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x0_player.ActorLights()->SetFindShadowLight(x1e44_damageEffect < 0.25f);
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x0_player.ActorLights()->SetShadowDynamicRangeThreshold(0.05f);
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x0_player.ActorLights()->SetDirty();
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x0_player.GetActorLights()->SetFindShadowLight(x1e44_damageEffect < 0.25f);
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x0_player.GetActorLights()->SetShadowDynamicRangeThreshold(0.05f);
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x0_player.GetActorLights()->SetDirty();
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CCollidableSphere sphere = x38_collisionSphere;
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sphere.SetSphereCenter(zeus::skZero3f);
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@@ -1361,11 +1361,11 @@ void CMorphBall::PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) {
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if (x0_player.GetAreaIdAlways() != kInvalidAreaId) {
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const CGameArea* area = mgr.GetWorld()->GetAreaAlways(x0_player.GetAreaIdAlways());
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if (area->IsPostConstructed())
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x0_player.ActorLights()->BuildAreaLightList(mgr, *area, ballAABB);
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x0_player.GetActorLights()->BuildAreaLightList(mgr, *area, ballAABB);
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}
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x0_player.ActorLights()->BuildDynamicLightList(mgr, ballAABB);
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if (x0_player.ActorLights()->HasShadowLight()) {
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x0_player.GetActorLights()->BuildDynamicLightList(mgr, ballAABB);
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if (x0_player.GetActorLights()->HasShadowLight()) {
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CCollidableSphere sphere = x38_collisionSphere;
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sphere.SetSphereCenter(zeus::skZero3f);
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x1c14_worldShadow->BuildLightShadowTexture(mgr, x0_player.GetAreaIdAlways(),
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@@ -1375,17 +1375,17 @@ void CMorphBall::PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) {
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x1c14_worldShadow->ResetBlur();
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}
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zeus::CColor ambColor = x0_player.ActorLights()->GetAmbientColor();
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zeus::CColor ambColor = x0_player.GetActorLights()->GetAmbientColor();
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ambColor.a() = 1.f;
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x0_player.ActorLights()->SetAmbientColor(zeus::CColor::lerp(ambColor, zeus::skWhite, x1c34_boostLightFactor));
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x0_player.GetActorLights()->SetAmbientColor(zeus::CColor::lerp(ambColor, zeus::skWhite, x1c34_boostLightFactor));
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*x1c18_actorLights = *x0_player.GetActorLights();
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ambColor = x0_player.ActorLights()->GetAmbientColor();
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ambColor = x0_player.GetActorLights()->GetAmbientColor();
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ambColor.a() = 1.f;
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x1c18_actorLights->SetAmbientColor(
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zeus::CColor::lerp(ambColor, zeus::skWhite, std::max(x1c38_spiderLightFactor, x1c34_boostLightFactor)));
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if (CAnimData* animData = x58_ballModel->AnimationData())
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if (CAnimData* animData = x58_ballModel->GetAnimationData())
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animData->PreRender();
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}
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