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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1803 from Azaezel/chasingElsey
clang: trailing else
This commit is contained in:
commit
33f4ead242
3 changed files with 9 additions and 3 deletions
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@ -163,6 +163,7 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
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// Pulse the damage fill if it's below the threshold
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// Pulse the damage fill if it's below the threshold
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if (mPulseRate != 0)
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if (mPulseRate != 0)
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{
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if (mValue < mPulseThreshold)
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if (mValue < mPulseThreshold)
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{
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{
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U32 time = Platform::getVirtualMilliseconds();
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U32 time = Platform::getVirtualMilliseconds();
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@ -171,7 +172,7 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
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}
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}
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else
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else
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mDamageFillColor.alpha = 1;
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mDamageFillColor.alpha = 1;
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}
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// Render damage fill %
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// Render damage fill %
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RectI rect(updateRect);
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RectI rect(updateRect);
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if(getWidth() > getHeight())
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if(getWidth() > getHeight())
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@ -3835,11 +3835,13 @@ void Player::updateActionThread()
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// Select an action animation sequence, this assumes that
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// Select an action animation sequence, this assumes that
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// this function is called once per tick.
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// this function is called once per tick.
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if(mActionAnimation.action != PlayerData::NullAnimation)
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if(mActionAnimation.action != PlayerData::NullAnimation)
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{
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if (mActionAnimation.forward)
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if (mActionAnimation.forward)
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mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
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mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
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else
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else
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mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
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mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
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}
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// Only need to deal with triggers on the client
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// Only need to deal with triggers on the client
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if( isGhost() )
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if( isGhost() )
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{
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{
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@ -4581,6 +4583,7 @@ void Player::updateAnimationTree(bool firstPerson)
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{
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{
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S32 mode = 0;
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S32 mode = 0;
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if (firstPerson)
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if (firstPerson)
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{
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if (mActionAnimation.firstPerson)
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if (mActionAnimation.firstPerson)
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mode = 0;
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mode = 0;
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// TSShapeInstance::MaskNodeRotation;
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// TSShapeInstance::MaskNodeRotation;
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@ -4588,7 +4591,7 @@ void Player::updateAnimationTree(bool firstPerson)
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// TSShapeInstance::MaskNodePosY;
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// TSShapeInstance::MaskNodePosY;
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else
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else
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mode = TSShapeInstance::MaskNodeAllButBlend;
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mode = TSShapeInstance::MaskNodeAllButBlend;
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}
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for (U32 i = 0; i < PlayerData::NumSpineNodes; i++)
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for (U32 i = 0; i < PlayerData::NumSpineNodes; i++)
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if (mDataBlock->spineNode[i] != -1)
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if (mDataBlock->spineNode[i] != -1)
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mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode);
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mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode);
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@ -689,6 +689,7 @@ void SFXController::_play()
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// Unpause sources, if we are paused.
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// Unpause sources, if we are paused.
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if( mStatus == SFXStatusPaused )
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if( mStatus == SFXStatusPaused )
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{
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for( U32 i = 0; i < mSources.size(); ++ i )
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for( U32 i = 0; i < mSources.size(); ++ i )
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if( mSources[ i ].mPtr != NULL )
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if( mSources[ i ].mPtr != NULL )
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mSources[ i ].mPtr->play( 0.f ); // We want our fade values to take effect.
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mSources[ i ].mPtr->play( 0.f ); // We want our fade values to take effect.
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@ -697,6 +698,7 @@ void SFXController::_play()
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mSources.erase( i );
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mSources.erase( i );
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-- i;
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-- i;
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}
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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