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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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@@ -184,7 +184,7 @@ static SScaledActorHead LoadScaledActorHead(CInputStream& in, CStateManager& sta
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static zeus::CAABox GetCollisionBox(CStateManager& stateMgr, TAreaId id, const zeus::CVector3f& extent,
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const zeus::CVector3f& offset) {
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zeus::CAABox box(-extent * 0.5f + offset, extent * 0.5f + offset);
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const zeus::CTransform& rot = stateMgr.WorldNC()->GetGameAreas()[id]->GetTransform().getRotation();
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const zeus::CTransform& rot = stateMgr.GetWorld()->GetGameAreas()[id]->GetTransform().getRotation();
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return box.getTransformedAABox(rot);
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}
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@@ -533,7 +533,7 @@ CEntity* ScriptLoader::LoadTrigger(CStateManager& mgr, CInputStream& in, int pro
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zeus::CAABox box(-extent * 0.5f, extent * 0.5f);
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const zeus::CTransform& areaXf = mgr.WorldNC()->GetGameAreas()[info.GetAreaId()]->GetTransform();
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const zeus::CTransform& areaXf = mgr.GetWorld()->GetGameAreas()[info.GetAreaId()]->GetTransform();
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zeus::CVector3f orientedForce = areaXf.basis * forceVec;
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return new CScriptTrigger(mgr.AllocateUniqueId(), name, info, position, box, dInfo, orientedForce, flags, active, b2,
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@@ -1079,7 +1079,7 @@ u32 ClassifyVector(const zeus::CVector3f& dir) {
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}
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u32 TransformDamagableTriggerFlags(CStateManager& mgr, TAreaId aId, u32 flags) {
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CGameArea* area = mgr.WorldNC()->GetGameAreas().at(u32(aId)).get();
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CGameArea* area = mgr.GetWorld()->GetGameAreas().at(u32(aId)).get();
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zeus::CTransform rotation = area->GetTransform().getRotation();
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u32 ret = 0;
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