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RuntimeCommon: Use const on member functions where applicable
Adds missing const qualifiers on class member functions that don't modify instance state.
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@@ -533,7 +533,7 @@ void CCameraManager::UpdateListener(CStateManager& mgr) {
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CSfxManager::UpdateListener(xf.origin, zeus::skZero3f, xf.frontVector(), xf.upVector(), 1.f);
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}
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float CCameraManager::CalculateFogDensity(CStateManager& mgr, const CScriptWater* water) {
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float CCameraManager::CalculateFogDensity(CStateManager& mgr, const CScriptWater* water) const {
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float distanceFactor = 1.f - water->GetFluidPlane().GetAlpha();
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float distance = 0;
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if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::GravitySuit))
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@@ -116,8 +116,13 @@ public:
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void SkipCinematic(CStateManager& stateMgr);
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CFirstPersonCamera* GetFirstPersonCamera() { return x7c_fpCamera; }
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const CFirstPersonCamera* GetFirstPersonCamera() const { return x7c_fpCamera; }
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CBallCamera* GetBallCamera() { return x80_ballCamera; }
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const CBallCamera* GetBallCamera() const { return x80_ballCamera; }
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CGameArea::CAreaFog& Fog() { return x3c_fog; }
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const CGameArea::CAreaFog& Fog() const { return x3c_fog; }
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float GetCameraBobMagnitude() const;
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@@ -127,7 +132,7 @@ public:
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void UpdateRumble(float dt, CStateManager& mgr);
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void UpdateListener(CStateManager& mgr);
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float CalculateFogDensity(CStateManager&, const CScriptWater*);
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float CalculateFogDensity(CStateManager&, const CScriptWater*) const;
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void SetFogDensity(float, float);
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void ProcessInput(const CFinalInput& input, CStateManager& stateMgr);
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@@ -67,7 +67,7 @@ void CFirstPersonCamera::SkipCinematic() {
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}
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void CFirstPersonCamera::CalculateGunFollowOrientationAndTransform(zeus::CTransform& gunXf, zeus::CQuaternion& gunQ,
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float dt, zeus::CVector3f& rVec) {
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float dt, zeus::CVector3f& rVec) const {
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zeus::CVector3f gunFrontVec = x190_gunFollowXf.frontVector();
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gunFrontVec.z() = 0.f;
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if (gunFrontVec.canBeNormalized())
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@@ -28,7 +28,7 @@ public:
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const zeus::CTransform& GetGunFollowTransform() const { return x190_gunFollowXf; }
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void UpdateTransform(CStateManager& mgr, float dt);
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void UpdateElevation(CStateManager& mgr);
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void CalculateGunFollowOrientationAndTransform(zeus::CTransform&, zeus::CQuaternion&, float, zeus::CVector3f&);
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void CalculateGunFollowOrientationAndTransform(zeus::CTransform&, zeus::CQuaternion&, float, zeus::CVector3f&) const;
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void SetScriptPitchId(TUniqueId uid) { x1c4_pitchId = uid; }
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void SetLockCamera(bool v) { x18c_lockCamera = v; }
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void DeferBallTransitionProcessing() { x1c6_24_deferBallTransitionProcessing = true; }
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@@ -63,7 +63,8 @@ zeus::CVector3f CGameCamera::ConvertToScreenSpace(const zeus::CVector3f& v) cons
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return mtx.multiplyOneOverW(rVec);
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}
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zeus::CTransform CGameCamera::ValidateCameraTransform(const zeus::CTransform& newXf, const zeus::CTransform& oldXf) {
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zeus::CTransform CGameCamera::ValidateCameraTransform(const zeus::CTransform& newXf,
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const zeus::CTransform& oldXf) const {
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zeus::CTransform xfCpy(newXf);
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if (!zeus::close_enough(newXf.rightVector().magnitude(), 1.f) ||
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!zeus::close_enough(newXf.frontVector().magnitude(), 1.f) ||
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@@ -39,7 +39,7 @@ public:
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zeus::CMatrix4f GetPerspectiveMatrix() const;
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zeus::CVector3f ConvertToScreenSpace(const zeus::CVector3f&) const;
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zeus::CTransform ValidateCameraTransform(const zeus::CTransform&, const zeus::CTransform&);
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zeus::CTransform ValidateCameraTransform(const zeus::CTransform&, const zeus::CTransform&) const;
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float GetNearClipDistance() const { return x160_znear; }
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float GetFarClipDistance() const { return x164_zfar; }
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float GetAspectRatio() const { return x168_aspect; }
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