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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 09:47:43 +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

@@ -77,7 +77,7 @@ public:
class CBSGetup : public CBodyState {
pas::EFallState x4_fallState = pas::EFallState::Invalid;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
@@ -89,7 +89,7 @@ class CBSKnockBack : public CBodyState {
float x4_curTime = 0.f;
float x8_rotateSpeed = 0.f;
float xc_remTime = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
bool IsMoving() const override { return true; }
@@ -100,7 +100,7 @@ public:
class CBSLieOnGround : public CBodyState {
bool x4_24_hasGroundHit : 1;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
CBSLieOnGround(CActor& actor);
@@ -110,7 +110,7 @@ public:
};
class CBSStep : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
bool IsMoving() const override { return true; }
@@ -132,7 +132,7 @@ public:
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController&) override {}
virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
};
class CBSFlyerTurn : public CBSTurn {
@@ -146,7 +146,7 @@ class CBSLoopAttack : public CBodyState {
pas::ELoopAttackType x8_loopAttackType = pas::ELoopAttackType::Invalid;
bool xc_24_waitForAnimOver : 1;
bool xc_25_advance : 1;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
CBSLoopAttack() {
@@ -163,7 +163,7 @@ class CBSLoopReaction : public CBodyState {
pas::ELoopState x4_state = pas::ELoopState::Invalid;
pas::EReactionType x8_reactionType = pas::EReactionType::Invalid;
bool xc_24_loopHit : 1;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
bool PlayExitAnimation(CBodyController& bc, CStateManager& mgr) const;
public:
@@ -177,7 +177,7 @@ class CBSGroundHit : public CBodyState {
float x4_rotateSpeed = 0.f;
float x8_remTime = 0.f;
pas::EFallState xc_fallState = pas::EFallState::Invalid;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
@@ -186,7 +186,7 @@ public:
};
class CBSGenerate : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
@@ -210,7 +210,7 @@ class CBSJump : public CBodyState {
};
u32 _dummy = 0;
};
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
bool CheckForWallJump(CBodyController& bc, CStateManager& mgr);
void CheckForLand(CBodyController& bc, CStateManager& mgr);
void PlayJumpLoop(CStateManager& mgr, CBodyController& bc);
@@ -236,7 +236,7 @@ class CBSHurled : public CBodyState {
mutable zeus::CVector3f x1c_lastTranslation;
mutable float x28_landedDur = 0.f;
bool x2c_24_needsRecover : 1;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
void Recover(CStateManager& mgr, CBodyController& bc, pas::EHurledState state);
void PlayStrikeWallAnimation(CBodyController& bc, CStateManager& mgr);
void PlayLandAnimation(CBodyController& bc, CStateManager& mgr);
@@ -255,7 +255,7 @@ public:
class CBSSlide : public CBodyState {
float x4_rotateSpeed = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
bool ApplyHeadTracking() const override { return false; }
@@ -266,7 +266,7 @@ public:
};
class CBSTaunt : public CBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
@@ -283,7 +283,7 @@ class CBSScripted : public CBodyState {
u32 _dummy = 0;
};
float x8_remTime = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
bool ApplyHeadTracking() const override { return false; }
@@ -296,7 +296,7 @@ class CBSCover : public CBodyState {
pas::ECoverState x4_state = pas::ECoverState::Invalid;
pas::ECoverDirection x8_coverDirection = pas::ECoverDirection::Invalid;
bool xc_needsExit = false;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
public:
bool ApplyHeadTracking() const override { return false; }
@@ -318,7 +318,7 @@ class CBSWallHang : public CBodyState {
};
u32 _dummy = 0;
};
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc) const;
void FixInPlace(CBodyController& bc);
bool CheckForLand(CBodyController& bc, CStateManager& mgr);
bool CheckForWall(CBodyController& bc, CStateManager& mgr);
@@ -339,7 +339,7 @@ public:
class CBSLocomotion : public CBodyState {
protected:
pas::ELocomotionType x4_locomotionType = pas::ELocomotionType::Invalid;
float GetStartVelocityMagnitude(CBodyController& bc);
float GetStartVelocityMagnitude(const CBodyController& bc) const;
void ReStartBodyState(CBodyController& bc, bool maintainVel);
float ComputeWeightPercentage(const std::pair<s32, float>& a, const std::pair<s32, float>& b, float f) const;