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https://github.com/TorqueGameEngines/Torque3D.git
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winconsole many, many i vars. worldEditor path arguement, lockPtr doubleup. volume.cpp: uneccesary duplicated FileNode::Attributes attr; def
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parent
015f07e50e
commit
f59b92bf4e
3 changed files with 10 additions and 11 deletions
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@ -808,7 +808,6 @@ bool MountSystem::isDirectory(const Path& path, FileSystemRef fsRef)
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if (fnRef.isNull())
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if (fnRef.isNull())
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return false;
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return false;
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FileNode::Attributes attr;
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if (fnRef->getAttributes(&attr))
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if (fnRef->getAttributes(&attr))
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return attr.flags & FileNode::Directory;
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return attr.flags & FileNode::Directory;
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return false;
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return false;
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@ -1454,16 +1454,16 @@ void WorldEditor::renderSplinePath(SimPath::Path *path)
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}
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}
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CameraSpline::Knot::Path path;
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CameraSpline::Knot::Path tPath;
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switch (pathmarker->mSmoothingType)
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switch (pathmarker->mSmoothingType)
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{
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{
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case Marker::SmoothingTypeLinear: path = CameraSpline::Knot::LINEAR; break;
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case Marker::SmoothingTypeLinear: tPath = CameraSpline::Knot::LINEAR; break;
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case Marker::SmoothingTypeSpline:
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case Marker::SmoothingTypeSpline:
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default: path = CameraSpline::Knot::SPLINE; break;
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default: tPath = CameraSpline::Knot::SPLINE; break;
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}
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}
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spline.push_back(new CameraSpline::Knot(pos, rot, 1.0f, type, path));
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spline.push_back(new CameraSpline::Knot(pos, rot, 1.0f, type, tPath));
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}
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}
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F32 t = 0.0f;
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F32 t = 0.0f;
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@ -1559,8 +1559,8 @@ void WorldEditor::renderSplinePath(SimPath::Path *path)
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// Reset for next pass...
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// Reset for next pass...
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vIdx = 0;
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vIdx = 0;
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void *lockPtr = vb.lock();
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void *nextlockPtr = vb.lock();
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if(!lockPtr) return;
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if(!nextlockPtr) return;
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}
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}
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}
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}
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@ -176,12 +176,12 @@ void WinConsole::process()
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S32 outpos = 0;
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S32 outpos = 0;
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ReadConsoleInput(stdIn, rec, 20, &numEvents);
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ReadConsoleInput(stdIn, rec, 20, &numEvents);
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DWORD i;
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DWORD evt;
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for(i = 0; i < numEvents; i++)
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for(evt = 0; evt < numEvents; evt++)
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{
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{
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if(rec[i].EventType == KEY_EVENT)
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if(rec[evt].EventType == KEY_EVENT)
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{
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{
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KEY_EVENT_RECORD *ke = &(rec[i].Event.KeyEvent);
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KEY_EVENT_RECORD *ke = &(rec[evt].Event.KeyEvent);
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if(ke->bKeyDown)
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if(ke->bKeyDown)
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{
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{
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switch (ke->uChar.AsciiChar)
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switch (ke->uChar.AsciiChar)
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