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Revert recent style cleanup changes.
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parent
a73850a4bb
commit
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62 changed files with 3380 additions and 3380 deletions
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@ -358,7 +358,7 @@ bool PhysicsDebris::onAdd()
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}
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// Setup our bounding box
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mObjBox = mDataBlock->shape->mBounds;
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mObjBox = mDataBlock->shape->bounds;
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resetWorldBox();
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// Add it to the client scene.
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@ -696,20 +696,20 @@ void PhysicsDebris::_findNodes( U32 colNode, Vector<U32> &nodeIds )
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// 2. Collision node is a child of its visible mesh node
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TSShape *shape = mDataBlock->shape;
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S32 itr = shape->mNodes[colNode].parentIndex;
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itr = shape->mNodes[itr].firstChild;
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S32 itr = shape->nodes[colNode].parentIndex;
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itr = shape->nodes[itr].firstChild;
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while ( itr != -1 )
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{
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if ( itr != colNode )
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nodeIds.push_back(itr);
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itr = shape->mNodes[itr].nextSibling;
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itr = shape->nodes[itr].nextSibling;
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}
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// If we didn't find any siblings of the collision node we assume
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// it is case #2 and the collision nodes direct parent is the visible mesh.
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if ( nodeIds.size() == 0 && shape->mNodes[colNode].parentIndex != -1 )
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nodeIds.push_back( shape->mNodes[colNode].parentIndex );
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if ( nodeIds.size() == 0 && shape->nodes[colNode].parentIndex != -1 )
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nodeIds.push_back( shape->nodes[colNode].parentIndex );
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}
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extern bool gEditingMission;
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@ -698,7 +698,7 @@ bool PhysicsShape::_createShape()
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return false;
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// Set the world box.
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mObjBox = db->shape->mBounds;
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mObjBox = db->shape->bounds;
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resetWorldBox();
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// If this is the server and its a client only simulation
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