diff --git a/Engine/source/T3D/physicalZone.cpp b/Engine/source/T3D/physicalZone.cpp index b9301d0da..f8454be5b 100644 --- a/Engine/source/T3D/physicalZone.cpp +++ b/Engine/source/T3D/physicalZone.cpp @@ -325,9 +325,7 @@ U32 PhysicalZone::packUpdate(NetConnection* con, U32 mask, BitStream* stream) stream->writeFlag(mActive); - // AFX CODE BLOCK (enhanced-physical-zone)(pz-opt) >> - - return retMask; + return retMask; } void PhysicalZone::unpackUpdate(NetConnection* con, BitStream* stream) diff --git a/Engine/source/T3D/turret/aiTurretShape.h b/Engine/source/T3D/turret/aiTurretShape.h index 4aa13ba44..138389691 100644 --- a/Engine/source/T3D/turret/aiTurretShape.h +++ b/Engine/source/T3D/turret/aiTurretShape.h @@ -151,16 +151,36 @@ public: //---------------------------------------------------------------------------- +// As shipped, AITurretShape plus the chain of classes it inherits from, consumes +// all 32 mask-bits. AFX uses one additional mask-bit in GameBase, which pushes +// AITurretShape over the mask-bit limit which will cause runtime crashes. As +// a workaround, AFX modifies AITurretShape so that it reuses the TurretUpdateMask +// defined by TurretShape rather than adding a unique TurretStateMask. This will +// make AITurretShape's network updates slightly less efficient, but should be +// acceptable for most uses of AITurretShape. If you plan to populate your levels +// with many AITurretShape objects, consider restoring it to use of a unique +// bit-mask, but if you do that, you will have to eliminate at use of at least one +// bit by one of it's parent classes. (FYI ShapeBase uses 20 bits.) +// +// Comment out this define if you want AITurretShape to define it's own bit-mask. +#define AFX_REUSE_TURRETSHAPE_MASKBITS class AITurretShape: public TurretShape { typedef TurretShape Parent; protected: +#ifdef AFX_REUSE_TURRETSHAPE_MASKBITS + enum MaskBits { + TurretStateMask = Parent::TurretUpdateMask, + NextFreeMask = Parent::NextFreeMask + }; +#else // ORIGINAL CODE enum MaskBits { TurretStateMask = Parent::NextFreeMask, NextFreeMask = Parent::NextFreeMask << 1 }; +#endif struct TargetInfo { diff --git a/Engine/source/windowManager/mac/macCursorController.mm b/Engine/source/windowManager/mac/macCursorController.mm index 9e92c0f33..14754191b 100644 --- a/Engine/source/windowManager/mac/macCursorController.mm +++ b/Engine/source/windowManager/mac/macCursorController.mm @@ -127,6 +127,11 @@ void MacCursorController::setCursorShape(U32 cursorID) case PlatformCursorController::curResizeHorz: [[NSCursor resizeUpDownCursor] set]; break; + // This sets an appropriate value for the standard hand cursor. + // In AFX this is used for rollover feedback. + case PlatformCursorController::curHand: + [[NSCursor pointingHandCursor] set]; + break; } }