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