Simple pass over the codebase to standardize the platform types.

This commit is contained in:
cpusci 2013-08-04 16:26:01 -05:00
parent c75d6feb20
commit 4c35fd37af
189 changed files with 824 additions and 824 deletions

View file

@ -475,7 +475,7 @@ bool PlayerData::preload(bool server, String &errorStr)
// Extract ground transform velocity from animations
// Get the named ones first so they can be indexed directly.
ActionAnimation *dp = &actionList[0];
for (int i = 0; i < NumTableActionAnims; i++,dp++)
for (S32 i = 0; i < NumTableActionAnims; i++,dp++)
{
ActionAnimationDef *sp = &ActionAnimationList[i];
dp->name = sp->name;
@ -500,7 +500,7 @@ bool PlayerData::preload(bool server, String &errorStr)
if (dStricmp(sp->name, "jet") != 0)
AssertWarn(dp->sequence != -1, avar("PlayerData::preload - Unable to find named animation sequence '%s'!", sp->name));
}
for (int b = 0; b < mShape->sequences.size(); b++)
for (S32 b = 0; b < mShape->sequences.size(); b++)
{
if (!isTableSequence(b))
{
@ -517,7 +517,7 @@ bool PlayerData::preload(bool server, String &errorStr)
// Resolve lookAction index
dp = &actionList[0];
String lookName("look");
for (int c = 0; c < actionCount; c++,dp++)
for (S32 c = 0; c < actionCount; c++,dp++)
if( dStricmp( dp->name, lookName ) == 0 )
lookAction = c;
@ -565,7 +565,7 @@ bool PlayerData::preload(bool server, String &errorStr)
if (!Sim::findObject(dustID, dustEmitter))
Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID);
for (int i=0; i<NUM_SPLASH_EMITTERS; i++)
for (S32 i=0; i<NUM_SPLASH_EMITTERS; i++)
if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
if( Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) == false)
Con::errorf(ConsoleLogEntry::General, "PlayerData::onAdd - Invalid packet, bad datablockId(particle emitter): 0x%x", splashEmitterIDList[i]);
@ -655,7 +655,7 @@ bool PlayerData::isTableSequence(S32 seq)
{
// The sequences from the table must already have
// been loaded for this to work.
for (int i = 0; i < NumTableActionAnims; i++)
for (S32 i = 0; i < NumTableActionAnims; i++)
if (actionList[i].sequence == seq)
return true;
return false;
@ -1952,7 +1952,7 @@ void Player::reSkin()
Vector<String> skins;
String(mSkinNameHandle.getString()).split( ";", skins );
for ( int i = 0; i < skins.size(); i++ )
for ( S32 i = 0; i < skins.size(); i++ )
{
String oldSkin( mAppliedSkinName.c_str() );
String newSkin( skins[i] );
@ -1969,7 +1969,7 @@ void Player::reSkin()
// Apply skin to both 3rd person and 1st person shape instances
mShapeInstance->reSkin( newSkin, oldSkin );
for ( int j = 0; j < ShapeBase::MaxMountedImages; j++ )
for ( S32 j = 0; j < ShapeBase::MaxMountedImages; j++ )
{
if (mShapeFPInstance[j])
mShapeFPInstance[j]->reSkin( newSkin, oldSkin );
@ -5820,7 +5820,7 @@ bool Player::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
F32 const *si = &start.x;
F32 const *ei = &end.x;
for (int i = 0; i < 3; i++) {
for (S32 i = 0; i < 3; i++) {
if (*si < *ei) {
if (*si > *bmax || *ei < *bmin)
return false;