Use a const float* for PathDelta()

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smallmodel 2023-10-15 17:50:28 +02:00
parent a5532ad67b
commit c7c3fcd0e0
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GPG key ID: 9F2D623CEDF08512
3 changed files with 4 additions and 4 deletions

View file

@ -5877,7 +5877,7 @@ Move on path with squad.
*/
bool Actor::MoveOnPathWithSquad(void)
{
float* pvMyDir, *pvHisDir;
const float* pvMyDir, *pvHisDir;
vec2_t vDelta;
Sentient* pSquadMate;
float fIntervalSquared;
@ -6132,7 +6132,7 @@ bool Actor::MoveToPatrolCurrentNode(void)
return false;
}
float *delta = PathDelta();
const float *delta = PathDelta();
return VectorLength2DSquared(delta) <= m_fMoveDoneRadiusSquared;
}
}

View file

@ -460,7 +460,7 @@ bool SimpleActor::PathGoalSlowdownStarted(void) const
return m_fPathGoalTime >= level.time;
}
float *SimpleActor::PathDelta(void) const
const float *SimpleActor::PathDelta(void) const
{
return m_Path.CurrentDelta();
}

View file

@ -172,7 +172,7 @@ public:
float PathDist(void) const;
bool PathHasCompleteLookahead(void) const;
Vector PathGoal(void) const;
float *PathDelta(void) const;
const float *PathDelta(void) const;
bool PathGoalSlowdownStarted(void) const;
void SetDest(vec3_t dest);
void StopTurning(void);