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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.
This commit is contained in:
Lioncash
2020-04-09 13:28:20 -04:00
parent 7774bc06ca
commit bfd17e4513
107 changed files with 231 additions and 174 deletions

View File

@@ -221,7 +221,7 @@ private:
bool m_warping = false;
void UpdateThermalVisor();
static void RendererDrawCallback(const void*, const void*, int);
static void RendererDrawCallback(void*, void*, int);
public:
CStateManager(const std::weak_ptr<CRelayTracker>&, const std::weak_ptr<CMapWorldInfo>&,
@@ -231,8 +231,8 @@ public:
u32 GetInputFrameIdx() const { return x8d4_inputFrameIdx; }
bool RenderLast(TUniqueId);
void AddDrawableActorPlane(const CActor& actor, const zeus::CPlane&, const zeus::CAABox& aabb) const;
void AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const;
void AddDrawableActorPlane(CActor& actor, const zeus::CPlane&, const zeus::CAABox& aabb) const;
void AddDrawableActor(CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const;
bool SpecialSkipCinematic();
TAreaId GetVisAreaId() const;
s32 GetWeaponIdCount(TUniqueId, EWeaponType) const;
@@ -255,7 +255,7 @@ public:
const std::vector<CLight>& GetDynamicLightList() const { return x8e0_dynamicLights; }
void BuildDynamicLightListForWorld();
void DrawDebugStuff() const;
void RenderCamerasAndAreaLights() const;
void RenderCamerasAndAreaLights();
void DrawE3DeathEffect();
void DrawAdditionalFilters();
zeus::CFrustum SetupDrawFrustum(const SViewport& vp) const;
@@ -275,7 +275,7 @@ public:
void PreRender();
void GetCharacterRenderMaskAndTarget(bool thawed, int& mask, int& target) const;
bool GetVisSetForArea(TAreaId, TAreaId, CPVSVisSet& setOut) const;
void RecursiveDrawTree(TUniqueId) const;
void RecursiveDrawTree(TUniqueId);
void SendScriptMsg(CEntity* dest, TUniqueId src, EScriptObjectMessage msg);
void SendScriptMsg(TUniqueId dest, TUniqueId src, EScriptObjectMessage msg);
void SendScriptMsg(TUniqueId src, TEditorId dest, EScriptObjectMessage msg, EScriptObjectState state);