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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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@@ -145,7 +145,7 @@ CScriptGunTurret::CScriptGunTurret(TUniqueId uid, std::string_view name, ETurret
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x560_31_frenzyReverse = false;
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if (comp == ETurretComponent::Base && HasModelData() && GetModelData()->HasAnimData())
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ModelData()->EnableLooping(true);
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GetModelData()->EnableLooping(true);
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x37c_projectileInfo.Token().Lock();
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}
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@@ -403,21 +403,21 @@ void CScriptGunTurret::LaunchProjectile(CStateManager& mgr) {
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x458_visorEffectDesc, x2d4_data.GetVisorSoundId(), false);
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mgr.AddObject(proj);
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auto pair =
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x64_modelData->AnimationData()->GetCharacterInfo().GetPASDatabase().FindBestAnimation(
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x64_modelData->GetAnimationData()->GetCharacterInfo().GetPASDatabase().FindBestAnimation(
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CPASAnimParmData(18, CPASAnimParm::FromEnum(1), CPASAnimParm::FromReal32(90.f),
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CPASAnimParm::FromEnum(skStateToLocoTypeLookup[int(x520_state)])), -1);
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if (pair.first > 0.f) {
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x64_modelData->EnableLooping(false);
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x64_modelData->AnimationData()->SetAnimation(CAnimPlaybackParms(pair.second, -1, 1.f, true), false);
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x64_modelData->GetAnimationData()->SetAnimation(CAnimPlaybackParms(pair.second, -1, 1.f, true), false);
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}
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}
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}
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void CScriptGunTurret::PlayAdditiveFlinchAnimation(CStateManager& mgr) {
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auto pair = ModelData()->AnimationData()->GetCharacterInfo().GetPASDatabase().FindBestAnimation(
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auto pair = GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase().FindBestAnimation(
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CPASAnimParmData(23), *mgr.GetActiveRandom(), -1);
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if (pair.first > 0.f)
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ModelData()->AnimationData()->AddAdditiveAnimation(pair.second, 1.f, false, true);
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GetModelData()->GetAnimationData()->AddAdditiveAnimation(pair.second, 1.f, false, true);
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}
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void CScriptGunTurret::AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const {
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@@ -678,8 +678,8 @@ void CScriptGunTurret::UpdateTurretAnimation() {
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auto pair = GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase().FindBestAnimation(parmData, -1);
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if (pair.first > 0.f && pair.second != x540_turretAnim) {
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ModelData()->AnimationData()->SetAnimation(CAnimPlaybackParms(pair.second, -1, 1.f, true), false);
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ModelData()->AnimationData()->EnableLooping(true);
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GetModelData()->GetAnimationData()->SetAnimation(CAnimPlaybackParms(pair.second, -1, 1.f, true), false);
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GetModelData()->GetAnimationData()->EnableLooping(true);
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x540_turretAnim = pair.second;
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}
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}
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@@ -1126,14 +1126,14 @@ void CScriptGunTurret::PlayAdditiveChargingAnimation(CStateManager& mgr) {
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if (x55c_additiveChargeAnim != -1)
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return;
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auto pair = ModelData()->AnimationData()->GetCharacterInfo().GetPASDatabase().FindBestAnimation(
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auto pair = GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase().FindBestAnimation(
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CPASAnimParmData(24, CPASAnimParm::FromEnum(2)), *mgr.GetActiveRandom(), -1);
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if (pair.first > 0.f) {
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x55c_additiveChargeAnim = pair.second;
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ModelData()->AnimationData()->AddAdditiveAnimation(pair.second, 1.f, true, false);
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GetModelData()->GetAnimationData()->AddAdditiveAnimation(pair.second, 1.f, true, false);
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}
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} else if (x55c_additiveChargeAnim != -1) {
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ModelData()->AnimationData()->DelAdditiveAnimation(x55c_additiveChargeAnim);
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GetModelData()->GetAnimationData()->DelAdditiveAnimation(x55c_additiveChargeAnim);
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x55c_additiveChargeAnim = -1;
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}
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}
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