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https://github.com/TorqueGameEngines/Torque3D.git
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MountedImage& image = mMountedImageList[i]; clarification cases
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1 changed files with 11 additions and 11 deletions
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@ -3315,23 +3315,23 @@ void ShapeBase::unpackUpdate(NetConnection *con, BitStream *stream)
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bool datablockChange = image.dataBlock != imageData;
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bool datablockChange = image.dataBlock != imageData;
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if (datablockChange || (image.skinNameHandle != skinDesiredNameHandle))
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if (datablockChange || (image.skinNameHandle != skinDesiredNameHandle))
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{
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{
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MountedImage& image = mMountedImageList[i];
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MountedImage& neoImage = mMountedImageList[i];
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image.scriptAnimPrefix = scriptDesiredAnimPrefix;
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neoImage.scriptAnimPrefix = scriptDesiredAnimPrefix;
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setImage( i, imageData,
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setImage( i, imageData,
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skinDesiredNameHandle, image.loaded,
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skinDesiredNameHandle, neoImage.loaded,
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image.ammo, image.triggerDown, image.altTriggerDown,
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neoImage.ammo, neoImage.triggerDown, neoImage.altTriggerDown,
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image.motion, image.genericTrigger[0], image.genericTrigger[1], image.genericTrigger[2], image.genericTrigger[3],
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neoImage.motion, neoImage.genericTrigger[0], neoImage.genericTrigger[1], neoImage.genericTrigger[2], neoImage.genericTrigger[3],
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image.target);
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neoImage.target);
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}
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}
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if (!datablockChange && image.scriptAnimPrefix != scriptDesiredAnimPrefix)
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if (!datablockChange && image.scriptAnimPrefix != scriptDesiredAnimPrefix)
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{
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{
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// We don't have a new image, but we do have a new script anim prefix to work with.
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// We don't have a new image, but we do have a new script anim prefix to work with.
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// Notify the image of this change.
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// Notify the image of this change.
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MountedImage& image = mMountedImageList[i];
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MountedImage& animImage = mMountedImageList[i];
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image.scriptAnimPrefix = scriptDesiredAnimPrefix;
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animImage.scriptAnimPrefix = scriptDesiredAnimPrefix;
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updateAnimThread(i, getImageShapeIndex(image));
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updateAnimThread(i, getImageShapeIndex(animImage));
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}
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}
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bool isFiring = stream->readFlag();
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bool isFiring = stream->readFlag();
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@ -3586,8 +3586,8 @@ void ShapeBaseConvex::getFeatures(const MatrixF& mat, const VectorF& n, ConvexFe
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U32 numVerts = emitString[currPos++];
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U32 numVerts = emitString[currPos++];
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for (i = 0; i < numVerts; i++) {
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for (i = 0; i < numVerts; i++) {
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cf->mVertexList.increment();
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cf->mVertexList.increment();
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U32 index = emitString[currPos++];
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U32 vListIDx = emitString[currPos++];
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mat.mulP(pAccel->vertexList[index], &cf->mVertexList.last());
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mat.mulP(pAccel->vertexList[vListIDx], &cf->mVertexList.last());
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}
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}
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U32 numEdges = emitString[currPos++];
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U32 numEdges = emitString[currPos++];
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