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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-08 22:27:43 +00:00

RuntimeCommon: Use const on member functions where applicable

Adds missing const qualifiers on class member functions that don't
modify instance state.
This commit is contained in:
Lioncash
2019-08-14 06:04:11 -04:00
parent cf294db9eb
commit d3d629d405
91 changed files with 269 additions and 248 deletions

View File

@@ -31,7 +31,7 @@ void CABSAim::Start(CBodyController& bc, CStateManager& mgr) {
x4_needsIdle = true;
}
pas::EAnimationState CABSAim::GetBodyStateTransition(float dt, CBodyController& bc) {
pas::EAnimationState CABSAim::GetBodyStateTransition(float dt, CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::AdditiveReaction))
return pas::EAnimationState::AdditiveReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::AdditiveFlinch))
@@ -42,7 +42,7 @@ pas::EAnimationState CABSAim::GetBodyStateTransition(float dt, CBodyController&
}
pas::EAnimationState CABSAim::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) {
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
const pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid) {
const zeus::CVector3f& target = bc.GetCommandMgr().GetAdditiveTargetVector();
if (target.canBeNormalized()) {
@@ -106,14 +106,14 @@ void CABSFlinch::Start(CBodyController& bc, CStateManager& mgr) {
animData.AddAdditiveAnimation(x8_anim, x4_weight, false, true);
}
pas::EAnimationState CABSFlinch::GetBodyStateTransition(float dt, CBodyController& bc) {
pas::EAnimationState CABSFlinch::GetBodyStateTransition(float dt, CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::AdditiveReaction))
return pas::EAnimationState::AdditiveReaction;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CABSFlinch::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) {
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
const pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid) {
CAnimData& animData = *bc.GetOwner().ModelData()->AnimationData();
CCharAnimTime rem = animData.GetAdditiveAnimationTree(x8_anim)->VGetTimeRemaining();
@@ -123,7 +123,7 @@ pas::EAnimationState CABSFlinch::UpdateBody(float dt, CBodyController& bc, CStat
return st;
}
pas::EAnimationState CABSIdle::GetBodyStateTransition(float dt, CBodyController& bc) {
pas::EAnimationState CABSIdle::GetBodyStateTransition(float dt, CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::AdditiveReaction))
return pas::EAnimationState::AdditiveReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::AdditiveFlinch))
@@ -154,14 +154,14 @@ void CABSReaction::Start(CBodyController& bc, CStateManager& mgr) {
}
}
pas::EAnimationState CABSReaction::GetBodyStateTransition(float dt, CBodyController& bc) {
pas::EAnimationState CABSReaction::GetBodyStateTransition(float dt, CBodyController& bc) const {
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::AdditiveReaction) && xc_type == pas::EAdditiveReactionType::IceBreakout)
return pas::EAnimationState::AdditiveReaction;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CABSReaction::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) {
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
const pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid) {
if (x8_anim == -1)
return pas::EAnimationState::AdditiveIdle;