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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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@@ -157,20 +157,20 @@ static CMaterialFilter kSolidFilter =
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CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::Character, EMaterialTypes::Player,
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EMaterialTypes::ProjectilePassthrough});
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bool CPuddleToadGamma::PlayerInVortexArea(const CStateManager& mgr) {
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CPlayer& player = mgr.GetPlayer();
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zeus::CTransform xf = GetLctrTransform(mMouthLocatorName);
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bool CPuddleToadGamma::PlayerInVortexArea(const CStateManager& mgr) const {
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const CPlayer& player = mgr.GetPlayer();
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const zeus::CTransform xf = GetLctrTransform(mMouthLocatorName);
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zeus::CVector3f playerOffset =
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const zeus::CVector3f playerOffset =
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player.GetTranslation() + zeus::CVector3f{0.f, 0.f, player.GetMorphBall()->GetBallRadius()};
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zeus::CVector3f rotatedDir = GetTransform().rotate(zeus::skForward);
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const zeus::CVector3f rotatedDir = GetTransform().rotate(zeus::skForward);
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zeus::CVector3f suckPointToPlayer = (playerOffset - (xf.origin - (1.f * rotatedDir)));
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float suckProj = suckPointToPlayer.normalized().dot(rotatedDir);
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float playerDist = suckPointToPlayer.magnitude();
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float suckAngleProj = (player.GetTranslation() - (xf.origin - (4.f * rotatedDir))).normalized().dot(rotatedDir);
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const zeus::CVector3f suckPointToPlayer = (playerOffset - (xf.origin - (1.f * rotatedDir)));
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const float suckProj = suckPointToPlayer.normalized().dot(rotatedDir);
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const float playerDist = suckPointToPlayer.magnitude();
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const float suckAngleProj = (player.GetTranslation() - (xf.origin - (4.f * rotatedDir))).normalized().dot(rotatedDir);
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if (playerDist > 2.f) {
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CRayCastResult result =
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const CRayCastResult result =
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mgr.RayStaticIntersection(suckPointToPlayer, 1.f / playerDist * suckPointToPlayer,
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playerDist - player.GetMorphBall()->GetBallRadius(), kSolidFilter);
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if (result.IsValid())
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