TransformUnit: Make LightColor()'s chan parameter const
Also marks references/pointers const where applicable
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@ -265,7 +265,7 @@ static float CalculateLightAttn(const LightPointer* light, Vec3* _ldir, const Ve
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return attn;
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}
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static void LightColor(const Vec3& pos, const Vec3& normal, u8 lightNum, LitChannel& chan,
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static void LightColor(const Vec3& pos, const Vec3& normal, u8 lightNum, const LitChannel& chan,
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Vec3& lightCol)
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{
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const LightPointer* light = (const LightPointer*)&xfmem.lights[lightNum];
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@ -326,7 +326,7 @@ void TransformColor(const InputVertexData* src, OutputVertexData* dst)
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u8 chancolor[4];
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// color
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LitChannel& colorchan = xfmem.color[chan];
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const LitChannel& colorchan = xfmem.color[chan];
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if (colorchan.matsource)
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*(u32*)matcolor = *(u32*)src->color[chan]; // vertex
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else
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@ -344,7 +344,7 @@ void TransformColor(const InputVertexData* src, OutputVertexData* dst)
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}
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else
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{
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u8* ambColor = (u8*)&xfmem.ambColor[chan];
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const u8* ambColor = reinterpret_cast<u8*>(&xfmem.ambColor[chan]);
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lightCol.x = ambColor[1];
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lightCol.y = ambColor[2];
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lightCol.z = ambColor[3];
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@ -370,7 +370,7 @@ void TransformColor(const InputVertexData* src, OutputVertexData* dst)
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}
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// alpha
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LitChannel& alphachan = xfmem.alpha[chan];
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const LitChannel& alphachan = xfmem.alpha[chan];
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if (alphachan.matsource)
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matcolor[0] = src->color[chan][0]; // vertex
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else
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