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https://github.com/TwilitRealm/dusklight
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Add a *ton* of const and constexpr around the codebase. (#1864)
* Add a *ton* of const and constexpr around the codebase. This makes the codebase compile without strings being cast to non-const char*. I also went through and added constexpr where appropriate for tons of static data. * Make process definitions const too Might as well
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@@ -125,13 +125,13 @@ void daObjTobyHouse_c::setBaseMtx() {
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MTXCopy(mDoMtx_stack_c::get(), mBgMtx);
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}
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static char* l_arcName[2] = {
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static DUSK_CONSTEXPR char DUSK_CONST* l_arcName[2] = {
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"M_THouse",
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"U_THouse",
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};
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static char* l_staff_name = "thouse";
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static DUSK_CONSTEXPR char DUSK_CONST* l_staff_name = "thouse";
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static char* l_event_name[2] = {
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static DUSK_CONSTEXPR char DUSK_CONST* l_event_name[2] = {
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"TOBY_HOUSE_FIRE_TO_RAKKA",
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"TOBY_HOUSE_FIRE_TO_DESERT",
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};
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@@ -254,7 +254,7 @@ int daObjTobyHouse_c::Execute(Mtx** i_mtx) {
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}
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void daObjTobyHouse_c::action() {
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static daObjTobyHouse_c::actionFunc l_func[4] = {
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static DUSK_CONSTEXPR daObjTobyHouse_c::actionFunc l_func[4] = {
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&daObjTobyHouse_c::actionWait,
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&daObjTobyHouse_c::actionOrderEvent,
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&daObjTobyHouse_c::actionEvent,
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@@ -322,8 +322,8 @@ void daObjTobyHouse_c::demoProc() {
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};
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daPy_py_c* player = daPy_getPlayerActorClass();
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static cXyz l_shotSmokeScale(8.0f, 8.0f, 8.0f);
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static Vec l_shotSmokeOffset = {0.0f, 2500.0f, -600.0f};
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static DUSK_CONSTEXPR cXyz l_shotSmokeScale(8.0f, 8.0f, 8.0f);
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static DUSK_CONSTEXPR Vec l_shotSmokeOffset = {0.0f, 2500.0f, -600.0f};
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cXyz cStack_24;
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csXyz cStack_98;
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fopAcM_SearchByName(fpcNm_NPC_TOBY_e);
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@@ -592,7 +592,7 @@ static int daObjTobyHouse_MoveBGDraw(daObjTobyHouse_c* i_this) {
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return i_this->MoveBGDraw();
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}
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static actor_method_class daObjTobyHouse_METHODS = {
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static DUSK_CONST actor_method_class daObjTobyHouse_METHODS = {
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(process_method_func)daObjTobyHouse_create1st,
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(process_method_func)daObjTobyHouse_MoveBGDelete,
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(process_method_func)daObjTobyHouse_MoveBGExecute,
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@@ -600,7 +600,7 @@ static actor_method_class daObjTobyHouse_METHODS = {
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(process_method_func)daObjTobyHouse_MoveBGDraw,
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};
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actor_process_profile_definition g_profile_Obj_TobyHouse = {
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DUSK_PROFILE actor_process_profile_definition DUSK_CONST g_profile_Obj_TobyHouse = {
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/* Layer ID */ fpcLy_CURRENT_e,
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/* List ID */ 3,
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/* List Prio */ fpcPi_CURRENT_e,
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