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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-14 10:06:10 +00:00

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

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