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Merge pull request #8409 from ChillerDragon/pr_const_char
Mark some character methods const
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commit
a5ca7c64e0
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@ -84,7 +84,7 @@ public:
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void Rescue();
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void Rescue();
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int NeededFaketuning() { return m_NeededFaketuning; }
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int NeededFaketuning() const { return m_NeededFaketuning; }
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bool IsAlive() const { return m_Alive; }
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bool IsAlive() const { return m_Alive; }
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bool IsPaused() const { return m_Paused; }
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bool IsPaused() const { return m_Paused; }
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class CPlayer *GetPlayer() { return m_pPlayer; }
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class CPlayer *GetPlayer() { return m_pPlayer; }
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@ -229,12 +229,12 @@ public:
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int m_WeaponChangeTick;
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int m_WeaponChangeTick;
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// Setters/Getters because i don't want to modify vanilla vars access modifiers
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// Setters/Getters because i don't want to modify vanilla vars access modifiers
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int GetLastWeapon() { return m_LastWeapon; }
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int GetLastWeapon() const { return m_LastWeapon; }
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; }
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void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; }
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int GetActiveWeapon() { return m_Core.m_ActiveWeapon; }
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int GetActiveWeapon() const { return m_Core.m_ActiveWeapon; }
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void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; }
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void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; }
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void SetLastAction(int LastAction) { m_LastAction = LastAction; }
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void SetLastAction(int LastAction) { m_LastAction = LastAction; }
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int GetArmor() { return m_Armor; }
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int GetArmor() const { return m_Armor; }
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void SetArmor(int Armor) { m_Armor = Armor; }
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void SetArmor(int Armor) { m_Armor = Armor; }
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CCharacterCore GetCore() { return m_Core; }
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CCharacterCore GetCore() { return m_Core; }
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void SetCore(CCharacterCore Core) { m_Core = Core; }
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void SetCore(CCharacterCore Core) { m_Core = Core; }
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@ -249,16 +249,16 @@ public:
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int GetLastAction() const { return m_LastAction; }
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int GetLastAction() const { return m_LastAction; }
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bool HasTelegunGun() { return m_Core.m_HasTelegunGun; }
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bool HasTelegunGun() const { return m_Core.m_HasTelegunGun; }
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bool HasTelegunGrenade() { return m_Core.m_HasTelegunGrenade; }
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bool HasTelegunGrenade() const { return m_Core.m_HasTelegunGrenade; }
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bool HasTelegunLaser() { return m_Core.m_HasTelegunLaser; }
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bool HasTelegunLaser() const { return m_Core.m_HasTelegunLaser; }
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bool HammerHitDisabled() { return m_Core.m_HammerHitDisabled; }
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bool HammerHitDisabled() const { return m_Core.m_HammerHitDisabled; }
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bool ShotgunHitDisabled() { return m_Core.m_ShotgunHitDisabled; }
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bool ShotgunHitDisabled() const { return m_Core.m_ShotgunHitDisabled; }
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bool LaserHitDisabled() { return m_Core.m_LaserHitDisabled; }
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bool LaserHitDisabled() const { return m_Core.m_LaserHitDisabled; }
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bool GrenadeHitDisabled() { return m_Core.m_GrenadeHitDisabled; }
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bool GrenadeHitDisabled() const { return m_Core.m_GrenadeHitDisabled; }
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bool IsSuper() { return m_Core.m_Super; }
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bool IsSuper() const { return m_Core.m_Super; }
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CSaveTee &GetLastRescueTeeRef(int Mode = RESCUEMODE_AUTO) { return m_RescueTee[Mode]; }
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CSaveTee &GetLastRescueTeeRef(int Mode = RESCUEMODE_AUTO) { return m_RescueTee[Mode]; }
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};
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};
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