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https://github.com/TorqueGameEngines/Torque3D.git
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Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
Conflicts: Engine/source/platform/platformCPUCount.cpp
This commit is contained in:
commit
87d9e245b7
210 changed files with 896 additions and 896 deletions
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@ -467,7 +467,7 @@ bool PlayerData::preload(bool server, String &errorStr)
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// Extract ground transform velocity from animations
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// Get the named ones first so they can be indexed directly.
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ActionAnimation *dp = &actionList[0];
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for (int i = 0; i < NumTableActionAnims; i++,dp++)
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for (S32 i = 0; i < NumTableActionAnims; i++,dp++)
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{
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ActionAnimationDef *sp = &ActionAnimationList[i];
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dp->name = sp->name;
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@ -492,7 +492,7 @@ bool PlayerData::preload(bool server, String &errorStr)
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if (dStricmp(sp->name, "jet") != 0)
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AssertWarn(dp->sequence != -1, avar("PlayerData::preload - Unable to find named animation sequence '%s'!", sp->name));
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}
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for (int b = 0; b < mShape->sequences.size(); b++)
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for (S32 b = 0; b < mShape->sequences.size(); b++)
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{
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if (!isTableSequence(b))
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{
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@ -509,7 +509,7 @@ bool PlayerData::preload(bool server, String &errorStr)
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// Resolve lookAction index
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dp = &actionList[0];
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String lookName("look");
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for (int c = 0; c < actionCount; c++,dp++)
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for (S32 c = 0; c < actionCount; c++,dp++)
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if( dStricmp( dp->name, lookName ) == 0 )
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lookAction = c;
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@ -557,7 +557,7 @@ bool PlayerData::preload(bool server, String &errorStr)
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if (!Sim::findObject(dustID, dustEmitter))
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Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID);
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for (int i=0; i<NUM_SPLASH_EMITTERS; i++)
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for (S32 i=0; i<NUM_SPLASH_EMITTERS; i++)
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if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
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if( Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) == false)
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Con::errorf(ConsoleLogEntry::General, "PlayerData::onAdd - Invalid packet, bad datablockId(particle emitter): 0x%x", splashEmitterIDList[i]);
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@ -647,7 +647,7 @@ bool PlayerData::isTableSequence(S32 seq)
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{
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// The sequences from the table must already have
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// been loaded for this to work.
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for (int i = 0; i < NumTableActionAnims; i++)
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for (S32 i = 0; i < NumTableActionAnims; i++)
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if (actionList[i].sequence == seq)
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return true;
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return false;
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@ -1944,7 +1944,7 @@ void Player::reSkin()
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Vector<String> skins;
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String(mSkinNameHandle.getString()).split( ";", skins );
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for ( int i = 0; i < skins.size(); i++ )
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for ( S32 i = 0; i < skins.size(); i++ )
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{
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String oldSkin( mAppliedSkinName.c_str() );
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String newSkin( skins[i] );
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@ -1961,7 +1961,7 @@ void Player::reSkin()
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// Apply skin to both 3rd person and 1st person shape instances
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mShapeInstance->reSkin( newSkin, oldSkin );
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for ( int j = 0; j < ShapeBase::MaxMountedImages; j++ )
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for ( S32 j = 0; j < ShapeBase::MaxMountedImages; j++ )
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{
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if (mShapeFPInstance[j])
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mShapeFPInstance[j]->reSkin( newSkin, oldSkin );
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@ -5822,7 +5822,7 @@ bool Player::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
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F32 const *si = &start.x;
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F32 const *ei = &end.x;
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for (int i = 0; i < 3; i++) {
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for (S32 i = 0; i < 3; i++) {
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if (*si < *ei) {
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if (*si > *bmax || *ei < *bmin)
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return false;
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