mirror of
https://github.com/ddnet/ddnet.git
synced 2024-11-19 14:38:18 +00:00
Mark some character methods const
This commit is contained in:
parent
5ad62b5732
commit
ffd0da09e9
|
@ -84,7 +84,7 @@ public:
|
||||||
|
|
||||||
void Rescue();
|
void Rescue();
|
||||||
|
|
||||||
int NeededFaketuning() { return m_NeededFaketuning; }
|
int NeededFaketuning() const { return m_NeededFaketuning; }
|
||||||
bool IsAlive() const { return m_Alive; }
|
bool IsAlive() const { return m_Alive; }
|
||||||
bool IsPaused() const { return m_Paused; }
|
bool IsPaused() const { return m_Paused; }
|
||||||
class CPlayer *GetPlayer() { return m_pPlayer; }
|
class CPlayer *GetPlayer() { return m_pPlayer; }
|
||||||
|
@ -229,12 +229,12 @@ public:
|
||||||
int m_WeaponChangeTick;
|
int m_WeaponChangeTick;
|
||||||
|
|
||||||
// Setters/Getters because i don't want to modify vanilla vars access modifiers
|
// Setters/Getters because i don't want to modify vanilla vars access modifiers
|
||||||
int GetLastWeapon() { return m_LastWeapon; }
|
int GetLastWeapon() const { return m_LastWeapon; }
|
||||||
void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; }
|
void SetLastWeapon(int LastWeap) { m_LastWeapon = LastWeap; }
|
||||||
int GetActiveWeapon() { return m_Core.m_ActiveWeapon; }
|
int GetActiveWeapon() const { return m_Core.m_ActiveWeapon; }
|
||||||
void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; }
|
void SetActiveWeapon(int ActiveWeap) { m_Core.m_ActiveWeapon = ActiveWeap; }
|
||||||
void SetLastAction(int LastAction) { m_LastAction = LastAction; }
|
void SetLastAction(int LastAction) { m_LastAction = LastAction; }
|
||||||
int GetArmor() { return m_Armor; }
|
int GetArmor() const { return m_Armor; }
|
||||||
void SetArmor(int Armor) { m_Armor = Armor; }
|
void SetArmor(int Armor) { m_Armor = Armor; }
|
||||||
CCharacterCore GetCore() { return m_Core; }
|
CCharacterCore GetCore() { return m_Core; }
|
||||||
void SetCore(CCharacterCore Core) { m_Core = Core; }
|
void SetCore(CCharacterCore Core) { m_Core = Core; }
|
||||||
|
@ -249,16 +249,16 @@ public:
|
||||||
|
|
||||||
int GetLastAction() const { return m_LastAction; }
|
int GetLastAction() const { return m_LastAction; }
|
||||||
|
|
||||||
bool HasTelegunGun() { return m_Core.m_HasTelegunGun; }
|
bool HasTelegunGun() const { return m_Core.m_HasTelegunGun; }
|
||||||
bool HasTelegunGrenade() { return m_Core.m_HasTelegunGrenade; }
|
bool HasTelegunGrenade() const { return m_Core.m_HasTelegunGrenade; }
|
||||||
bool HasTelegunLaser() { return m_Core.m_HasTelegunLaser; }
|
bool HasTelegunLaser() const { return m_Core.m_HasTelegunLaser; }
|
||||||
|
|
||||||
bool HammerHitDisabled() { return m_Core.m_HammerHitDisabled; }
|
bool HammerHitDisabled() const { return m_Core.m_HammerHitDisabled; }
|
||||||
bool ShotgunHitDisabled() { return m_Core.m_ShotgunHitDisabled; }
|
bool ShotgunHitDisabled() const { return m_Core.m_ShotgunHitDisabled; }
|
||||||
bool LaserHitDisabled() { return m_Core.m_LaserHitDisabled; }
|
bool LaserHitDisabled() const { return m_Core.m_LaserHitDisabled; }
|
||||||
bool GrenadeHitDisabled() { return m_Core.m_GrenadeHitDisabled; }
|
bool GrenadeHitDisabled() const { return m_Core.m_GrenadeHitDisabled; }
|
||||||
|
|
||||||
bool IsSuper() { return m_Core.m_Super; }
|
bool IsSuper() const { return m_Core.m_Super; }
|
||||||
|
|
||||||
CSaveTee &GetLastRescueTeeRef(int Mode = RESCUEMODE_AUTO) { return m_RescueTee[Mode]; }
|
CSaveTee &GetLastRescueTeeRef(int Mode = RESCUEMODE_AUTO) { return m_RescueTee[Mode]; }
|
||||||
};
|
};
|
||||||
|
|
Loading…
Reference in a new issue