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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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@@ -120,7 +120,7 @@ void CWallCrawlerSwarm::AllocateSkinnedModels(CStateManager& mgr, CModelData::EW
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//x430_.push_back(x4b0_[i]->PickAnimatedModel(which).Clone());
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x4b0_modelDatas[i]->EnableLooping(true);
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x4b0_modelDatas[i]->AdvanceAnimation(
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x4b0_modelDatas[i]->AnimationData()->GetAnimTimeRemaining("Whole Body"sv) * (i * 0.0625f),
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x4b0_modelDatas[i]->GetAnimationData()->GetAnimTimeRemaining("Whole Body"sv) * (i * 0.0625f),
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mgr, x4_areaId, true);
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}
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//x430_.push_back(x4b0_.back()->PickAnimatedModel(which).Clone());
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@@ -799,7 +799,7 @@ void CWallCrawlerSwarm::Think(float dt, CStateManager& mgr) {
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}
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}
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x4b0_modelDatas[8]->AnimationData()->SetPlaybackRate(x160_animPlaybackSpeed);
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x4b0_modelDatas[8]->GetAnimationData()->SetPlaybackRate(x160_animPlaybackSpeed);
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x4b0_modelDatas[8]->AdvanceAnimation(dt, mgr, x4_areaId, true);
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SAdvancementDeltas deltas1, deltas2;
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@@ -823,14 +823,14 @@ void CWallCrawlerSwarm::Think(float dt, CStateManager& mgr) {
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}
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for (int i = 0; i < 4; ++i) {
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x4b0_modelDatas[i]->AnimationData()->SetPlaybackRate(x160_animPlaybackSpeed);
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x4b0_modelDatas[i]->GetAnimationData()->SetPlaybackRate(x160_animPlaybackSpeed);
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deltas1 = x4b0_modelDatas[i]->AdvanceAnimation(dt, mgr, x4_areaId, true);
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x4b0_modelDatas[i+4]->AnimationData()->SetPlaybackRate(x160_animPlaybackSpeed);
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x4b0_modelDatas[i+4]->GetAnimationData()->SetPlaybackRate(x160_animPlaybackSpeed);
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deltas2 = x4b0_modelDatas[i+4]->AdvanceAnimation(dt, mgr, x4_areaId, true);
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if (x4b0_modelDatas[i]->HasAnimData() && _38F4[i])
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UpdateEffects(mgr, *x4b0_modelDatas[i]->AnimationData(), r8 * 44 / x548_numBoids + 0x53);
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UpdateEffects(mgr, *x4b0_modelDatas[i]->GetAnimationData(), r8 * 44 / x548_numBoids + 0x53);
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if (x4b0_modelDatas[i+4]->HasAnimData() && _38F8[i])
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UpdateEffects(mgr, *x4b0_modelDatas[i+4]->AnimationData(), r3 * 44 / x548_numBoids + 0x53);
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UpdateEffects(mgr, *x4b0_modelDatas[i+4]->GetAnimationData(), r3 * 44 / x548_numBoids + 0x53);
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for (int r20 = i; r20 < x108_boids.size(); r20 += 4) {
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CBoid& b = x108_boids[r20];
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if (b.GetActive()) {
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@@ -885,7 +885,7 @@ void CWallCrawlerSwarm::Think(float dt, CStateManager& mgr) {
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void CWallCrawlerSwarm::PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) {
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for (int i = 0; i < 5; ++i)
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x4b0_modelDatas[i]->AnimationData()->PreRender();
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x4b0_modelDatas[i]->GetAnimationData()->PreRender();
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bool activeBoid = false;
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for (auto& b : x108_boids) {
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if (b.GetActive()) {
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@@ -946,7 +946,7 @@ void CWallCrawlerSwarm::HardwareLight(const CStateManager& mgr, const zeus::CAAB
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lights.BuildDynamicLightList(mgr, aabb);
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for (auto& m : x4b0_modelDatas) {
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lights.ActivateLights(*m->PickAnimatedModel(x4dc_whichModel).GetModelInst());
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if (auto iceModel = m->AnimationData()->GetIceModel())
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if (auto iceModel = m->GetAnimationData()->GetIceModel())
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lights.ActivateLights(*iceModel->GetModelInst());
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}
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}
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@@ -966,27 +966,27 @@ void CWallCrawlerSwarm::RenderBoid(const CBoid* boid, u32& drawMask, bool therma
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u32 thisDrawMask = 1u << modelIndex;
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if (drawMask & thisDrawMask) {
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drawMask &= ~thisDrawMask;
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mData.AnimationData()->BuildPose();
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mData.GetAnimationData()->BuildPose();
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}
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model.GetModelInst()->SetAmbientColor(boid->x40_ambientLighting);
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CGraphics::SetModelMatrix(boid->GetTransform());
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if (boid->x48_timeToDie > 0.f && !thermalHot) {
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CModelFlags useFlags(0, 0, 3, zeus::skWhite);
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mData.AnimationData()->Render(model, useFlags, {}, nullptr);
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if (auto iceModel = mData.AnimationData()->GetIceModel()) {
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mData.GetAnimationData()->Render(model, useFlags, {}, nullptr);
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if (auto iceModel = mData.GetAnimationData()->GetIceModel()) {
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if (!iceModel->GetModelInst()->TryLockTextures())
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return;
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iceModel->GetModelInst()->SetAmbientColor(zeus::skWhite);
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float alpha = 1.f - boid->x48_timeToDie;
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zeus::CColor color(1.f, alpha > 0.f ? boid->x48_timeToDie : 1.f);
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CModelFlags iceFlags(5, 0, 3, color);
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mData.AnimationData()->Render(*iceModel, iceFlags, {}, nullptr);
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mData.GetAnimationData()->Render(*iceModel, iceFlags, {}, nullptr);
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}
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} else if (thermalHot) {
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CModelFlags thermFlags(5, 0, 3, zeus::skWhite);
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mData.RenderThermal(zeus::skWhite, zeus::CColor(0.f, 0.25f), thermFlags);
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} else {
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mData.AnimationData()->Render(model, flags, {}, nullptr);
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mData.GetAnimationData()->Render(model, flags, {}, nullptr);
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}
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}
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