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mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-18 19:29:09 +00:00

Get rid of clang warnings in plAvatar.

This commit is contained in:
Darryl Pogue
2013-01-05 21:48:03 -08:00
parent 33d26ce29f
commit 2af0a7f56e
21 changed files with 95 additions and 79 deletions

View File

@ -249,7 +249,7 @@ plAvSeekMsg::plAvSeekMsg()
// CTOR(sender, receiver, seekKey, time)
plAvSeekMsg::plAvSeekMsg(const plKey& sender, const plKey& receiver,
const plKey &seekKey, float duration, bool smartSeek,
plAvAlignment alignType, char *animName, bool noSeek,
plAvAlignment alignType, const plString& animName, bool noSeek,
uint8_t flags, plKey finishKey)
: plAvTaskMsg(sender, receiver),
fSeekPoint(seekKey),
@ -359,7 +359,7 @@ plAvOneShotMsg::plAvOneShotMsg()
plAvOneShotMsg::plAvOneShotMsg(const plKey &sender, const plKey& receiver,
const plKey& seekKey, float duration, bool smartSeek,
const plString &animName, bool drivable, bool reversible)
: plAvSeekMsg(sender, receiver, seekKey, duration, smartSeek), fAnimName(animName),
: plAvSeekMsg(sender, receiver, seekKey, duration, smartSeek, kAlignHandle, animName),
fDrivable(drivable), fReversible(reversible), fCallbacks(nil)
{
}

View File

@ -189,7 +189,7 @@ public:
// tors
plAvSeekMsg();
plAvSeekMsg(const plKey& sender, const plKey& receiver, const plKey &seekKey, float duration, bool smartSeek,
plAvAlignment align = kAlignHandle, char *animName = nil, bool noSeek = false,
plAvAlignment align = kAlignHandle, const plString& animName = "", bool noSeek = false,
uint8_t flags = kSeekFlagForce3rdPersonOnStart, plKey finishKey = nil);
// plasma protocol
@ -212,7 +212,7 @@ public:
float fDuration; // take this much time to do the move (only if smartSeek is false)
bool fSmartSeek; // seek by walking rather than floating
bool fNoSeek;
char *fAnimName;
plString fAnimName;
plAvAlignment fAlignType;
uint8_t fFlags;
plKey fFinishKey;
@ -257,7 +257,6 @@ public:
virtual void Write(hsStream *stream, hsResMgr *mgr);
// public members
plString fAnimName; // the name of the animation we're going to use
bool fDrivable; // are we animated by time or by mouse movement?
bool fReversible; // can we play backwards?
plOneShotCallbacks *fCallbacks; // Callbacks given to us by a one-shot modifier