diff --git a/Engine/source/T3D/fps/guiHealthBarHud.cpp b/Engine/source/T3D/fps/guiHealthBarHud.cpp index c50712aa0..a402e23d1 100644 --- a/Engine/source/T3D/fps/guiHealthBarHud.cpp +++ b/Engine/source/T3D/fps/guiHealthBarHud.cpp @@ -163,6 +163,7 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect) // Pulse the damage fill if it's below the threshold if (mPulseRate != 0) + { if (mValue < mPulseThreshold) { U32 time = Platform::getVirtualMilliseconds(); @@ -171,7 +172,7 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect) } else mDamageFillColor.alpha = 1; - + } // Render damage fill % RectI rect(updateRect); if(getWidth() > getHeight()) diff --git a/Engine/source/T3D/player.cpp b/Engine/source/T3D/player.cpp index db6a2ca42..8cca7126d 100644 --- a/Engine/source/T3D/player.cpp +++ b/Engine/source/T3D/player.cpp @@ -3835,11 +3835,13 @@ void Player::updateActionThread() // Select an action animation sequence, this assumes that // this function is called once per tick. if(mActionAnimation.action != PlayerData::NullAnimation) + { if (mActionAnimation.forward) mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1; else mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0; - + } + // Only need to deal with triggers on the client if( isGhost() ) { @@ -4581,6 +4583,7 @@ void Player::updateAnimationTree(bool firstPerson) { S32 mode = 0; if (firstPerson) + { if (mActionAnimation.firstPerson) mode = 0; // TSShapeInstance::MaskNodeRotation; @@ -4588,7 +4591,7 @@ void Player::updateAnimationTree(bool firstPerson) // TSShapeInstance::MaskNodePosY; else mode = TSShapeInstance::MaskNodeAllButBlend; - + } for (U32 i = 0; i < PlayerData::NumSpineNodes; i++) if (mDataBlock->spineNode[i] != -1) mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode); diff --git a/Engine/source/sfx/sfxController.cpp b/Engine/source/sfx/sfxController.cpp index bb35bcd8d..76a5c1d45 100644 --- a/Engine/source/sfx/sfxController.cpp +++ b/Engine/source/sfx/sfxController.cpp @@ -689,6 +689,7 @@ void SFXController::_play() // Unpause sources, if we are paused. if( mStatus == SFXStatusPaused ) + { for( U32 i = 0; i < mSources.size(); ++ i ) if( mSources[ i ].mPtr != NULL ) mSources[ i ].mPtr->play( 0.f ); // We want our fade values to take effect. @@ -697,6 +698,7 @@ void SFXController::_play() mSources.erase( i ); -- i; } + } } //-----------------------------------------------------------------------------