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CActor: Make Render() a non-const function
A few implementations of Render() contain const-casts nested within its their call hierarchy to get around the fact that this function is marked const. We can just make the member function non-const to allow removal of these casts in follow up changes.
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@@ -221,7 +221,7 @@ private:
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bool m_warping = false;
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void UpdateThermalVisor();
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static void RendererDrawCallback(const void*, const void*, int);
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static void RendererDrawCallback(void*, void*, int);
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public:
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CStateManager(const std::weak_ptr<CRelayTracker>&, const std::weak_ptr<CMapWorldInfo>&,
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@@ -231,8 +231,8 @@ public:
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u32 GetInputFrameIdx() const { return x8d4_inputFrameIdx; }
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bool RenderLast(TUniqueId);
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void AddDrawableActorPlane(const CActor& actor, const zeus::CPlane&, const zeus::CAABox& aabb) const;
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void AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const;
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void AddDrawableActorPlane(CActor& actor, const zeus::CPlane&, const zeus::CAABox& aabb) const;
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void AddDrawableActor(CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const;
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bool SpecialSkipCinematic();
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TAreaId GetVisAreaId() const;
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s32 GetWeaponIdCount(TUniqueId, EWeaponType) const;
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@@ -255,7 +255,7 @@ public:
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const std::vector<CLight>& GetDynamicLightList() const { return x8e0_dynamicLights; }
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void BuildDynamicLightListForWorld();
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void DrawDebugStuff() const;
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void RenderCamerasAndAreaLights() const;
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void RenderCamerasAndAreaLights();
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void DrawE3DeathEffect();
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void DrawAdditionalFilters();
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zeus::CFrustum SetupDrawFrustum(const SViewport& vp) const;
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@@ -275,7 +275,7 @@ public:
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void PreRender();
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void GetCharacterRenderMaskAndTarget(bool thawed, int& mask, int& target) const;
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bool GetVisSetForArea(TAreaId, TAreaId, CPVSVisSet& setOut) const;
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void RecursiveDrawTree(TUniqueId) const;
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void RecursiveDrawTree(TUniqueId);
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void SendScriptMsg(CEntity* dest, TUniqueId src, EScriptObjectMessage msg);
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void SendScriptMsg(TUniqueId dest, TUniqueId src, EScriptObjectMessage msg);
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void SendScriptMsg(TUniqueId src, TEditorId dest, EScriptObjectMessage msg, EScriptObjectState state);
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