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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-14 16:14:38 +00:00
Simple pass over the codebase to standardize the platform types.
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c75d6feb20
commit
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189 changed files with 824 additions and 824 deletions
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@ -929,7 +929,7 @@ bool Explosion::onAdd()
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void Explosion::onRemove()
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{
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for( int i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
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for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
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{
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if( mEmitterList[i] )
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{
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@ -1114,7 +1114,7 @@ void Explosion::updateEmitters( F32 dt )
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{
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Point3F pos = getPosition();
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for( int i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
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for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
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{
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if( mEmitterList[i] )
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{
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@ -1134,7 +1134,7 @@ void Explosion::launchDebris( Point3F &axis )
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return;
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bool hasDebris = false;
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for( int j=0; j<ExplosionData::EC_NUM_DEBRIS_TYPES; j++ )
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for( S32 j=0; j<ExplosionData::EC_NUM_DEBRIS_TYPES; j++ )
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{
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if( mDataBlock->debrisList[j] )
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{
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@ -1160,7 +1160,7 @@ void Explosion::launchDebris( Point3F &axis )
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U32 numDebris = mDataBlock->debrisNum + sgRandom.randI( -mDataBlock->debrisNumVariance, mDataBlock->debrisNumVariance );
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for( int i=0; i<numDebris; i++ )
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for( S32 i=0; i<numDebris; i++ )
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{
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Point3F launchDir = MathUtils::randomDir( axis, mDataBlock->debrisThetaMin, mDataBlock->debrisThetaMax,
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@ -1249,7 +1249,7 @@ bool Explosion::explode()
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Point3F::Zero, U32(mDataBlock->particleDensity * mFade));
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}
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for( int i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
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for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
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{
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if( mDataBlock->emitterList[i] != NULL )
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{
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@ -1139,7 +1139,7 @@ void LightningBolt::generateMinorNodes()
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{
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mMinorNodes.clear();
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for( int i=0; i<mMajorNodes.numNodes - 1; i++ )
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for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
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{
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NodeManager segment;
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segment.startPoint = mMajorNodes.nodeList[i].point;
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@ -622,7 +622,7 @@ bool ParticleData::reload(char errorBuffer[256])
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}
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/*
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numFrames = 0;
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for( int i=0; i<PDC_MAX_TEX; i++ )
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for( S32 i=0; i<PDC_MAX_TEX; i++ )
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{
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if( textureNameList[i] && textureNameList[i][0] )
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{
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@ -925,7 +925,7 @@ void ParticleEmitter::prepRenderImage(SceneRenderState* state)
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//-----------------------------------------------------------------------------
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void ParticleEmitter::setSizes( F32 *sizeList )
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{
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for( int i=0; i<ParticleData::PDC_NUM_KEYS; i++ )
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for( S32 i=0; i<ParticleData::PDC_NUM_KEYS; i++ )
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{
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sizes[i] = sizeList[i];
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}
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@ -936,7 +936,7 @@ void ParticleEmitter::setSizes( F32 *sizeList )
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//-----------------------------------------------------------------------------
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void ParticleEmitter::setColors( ColorF *colorList )
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{
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for( int i=0; i<ParticleData::PDC_NUM_KEYS; i++ )
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for( S32 i=0; i<ParticleData::PDC_NUM_KEYS; i++ )
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{
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colors[i] = colorList[i];
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}
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@ -1451,7 +1451,7 @@ struct SortParticle
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};
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// qsort callback function for particle sorting
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int QSORT_CALLBACK cmpSortParticles(const void* p1, const void* p2)
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S32 QSORT_CALLBACK cmpSortParticles(const void* p1, const void* p2)
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{
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const SortParticle* sp1 = (const SortParticle*)p1;
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const SortParticle* sp2 = (const SortParticle*)p2;
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