clang: trailing else

This commit is contained in:
Azaezel 2016-10-18 08:58:15 -05:00
parent d30dedd7c5
commit 5e1b6cbc48

View file

@ -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);