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