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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-20 04:09:16 +00:00
Convert custom HeadSpin integer types to standard types from stdint.h
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@ -112,7 +112,7 @@ public:
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virtual hsBool MsgReceive(plMessage* msg);
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virtual void AddTarget(plSceneObject* so);
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virtual void RemoveTarget(plSceneObject* so);
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty);
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virtual hsBool IEval(double secs, hsScalar del, uint32_t dirty);
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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@ -134,7 +134,7 @@ public:
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void RefreshTree(); // Resend an LOD update to all our nodes (for when geometry changes)
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int AppendMeshKey(plKey meshKey);
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int AppendBoneVec(plKeyVector *boneVec);
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UInt8 GetNumLOD() const;
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uint8_t GetNumLOD() const;
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// A collection of reasons (flags) that things might be disabled. When all flags are gone
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// The object is re-enabled.
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@ -147,9 +147,9 @@ public:
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kDisableReasonVehicle = 0x0010,
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kDisableReasonGenericBrain = 0x0020,
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};
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void EnablePhysics(hsBool status, UInt16 reason = kDisableReasonUnknown);
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void EnablePhysics(hsBool status, uint16_t reason = kDisableReasonUnknown);
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void EnablePhysicsKinematic(hsBool status);
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void EnableDrawing(hsBool status, UInt16 reason = kDisableReasonUnknown);
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void EnableDrawing(hsBool status, uint16_t reason = kDisableReasonUnknown);
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hsBool IsPhysicsEnabled() { return fDisabledPhysics == 0; }
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hsBool IsDrawEnabled() { return fDisabledDraw == 0; }
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@ -177,7 +177,7 @@ protected:
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kNeedApplicator = 0x20,
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kNeedBrainActivation = 0x40,
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};
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UInt16 fWaitFlags;
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uint16_t fWaitFlags;
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int fCurLOD;
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plPhysicalControllerCore* fController;
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@ -185,8 +185,8 @@ protected:
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plBrainStack fBrains;
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plMatrixDifferenceApp *fRootAnimator;
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std::vector<plKeyVector*> fUnusedBones;
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UInt16 fDisabledPhysics;
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UInt16 fDisabledDraw;
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uint16_t fDisabledPhysics;
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uint16_t fDisabledDraw;
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};
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class plArmatureMod : public plArmatureModBase
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@ -207,7 +207,7 @@ public:
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virtual hsBool MsgReceive(plMessage* msg);
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virtual void AddTarget(plSceneObject* so);
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virtual void RemoveTarget(plSceneObject* so);
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty);
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virtual hsBool IEval(double secs, hsScalar del, uint32_t dirty);
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virtual void Read(hsStream *stream, hsResMgr *mgr);
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virtual void Write(hsStream *stream, hsResMgr *mgr);
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@ -222,8 +222,8 @@ public:
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hsBool IsLocalAvatar();
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hsBool IsLocalAI();
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virtual const plSceneObject *FindBone(const char * name) const;
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virtual const plSceneObject *FindBone(UInt32 id) const; // use an id from an appropriate taxonomy, such as plAvBrainHuman::BoneID
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virtual void AddBoneMapping(UInt32 id, const plSceneObject *bone);
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virtual const plSceneObject *FindBone(uint32_t id) const; // use an id from an appropriate taxonomy, such as plAvBrainHuman::BoneID
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virtual void AddBoneMapping(uint32_t id, const plSceneObject *bone);
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plAGModifier *GetRootAGMod();
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plAGAnim *FindCustomAnim(const char *baseName) const;
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@ -239,13 +239,13 @@ public:
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int GetBrainCount();
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plArmatureBrain *GetNextBrain(plArmatureBrain *brain);
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plArmatureBrain *GetBrain(int index) { if(index <= fBrains.size()) return fBrains.at(index); else return nil; }
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plArmatureBrain *FindBrainByClass(UInt32 classID) const;
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plArmatureBrain *FindBrainByClass(uint32_t classID) const;
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void TurnToPoint(hsPoint3 &point);
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void SuspendInput();
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void ResumeInput();
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UInt8 IsInputSuspended() { return fSuspendInputCount; }
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uint8_t IsInputSuspended() { return fSuspendInputCount; }
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void IProcessQueuedInput();
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void PreserveInputState();
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void RestoreInputState();
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@ -281,12 +281,12 @@ public:
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void GetMoveKeyString(char *buff);
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void SynchIfLocal(double timeNow, int force); // Just physical state
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void SynchInputState(UInt32 rcvID = kInvalidPlayerID);
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hsBool DirtySynchState(const char* SDLStateName, UInt32 synchFlags );
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hsBool DirtyPhysicalSynchState(UInt32 synchFlags);
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void SynchInputState(uint32_t rcvID = kInvalidPlayerID);
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hsBool DirtySynchState(const char* SDLStateName, uint32_t synchFlags );
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hsBool DirtyPhysicalSynchState(uint32_t synchFlags);
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plClothingOutfit *GetClothingOutfit() const { return fClothingOutfit; }
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plClothingSDLModifier *GetClothingSDLMod() const { return fClothingSDLMod; }
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const plSceneObject *GetClothingSO(UInt8 lod) const;
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const plSceneObject *GetClothingSO(uint8_t lod) const;
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plArmatureEffectsMgr *GetArmatureEffects() const { return fEffects; }
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enum
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@ -299,7 +299,7 @@ public:
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};
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const char *GetAnimRootName(const char *name);
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Int8 AnimNameToIndex(const char *name);
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int8_t AnimNameToIndex(const char *name);
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void SetBodyType(int type) { fBodyType = type; }
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int GetBodyType(int type) { return fBodyType; }
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int GetCurrentGenericType();
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@ -321,7 +321,7 @@ public:
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bool IsMidLink();
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hsBool ConsumeJump(); // returns true if the jump keypress was available to consume
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void SendBehaviorNotify(UInt32 type, hsBool start = true) { IFireBehaviorNotify(type,start); }
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void SendBehaviorNotify(uint32_t type, hsBool start = true) { IFireBehaviorNotify(type,start); }
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// Discovered a bug which makes these values horribly out of scale. So we do the rescale
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// in the Get/Set functions for backwards compatability.
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static void SetMouseTurnSensitivity(hsScalar val) { fMouseTurnSensitivity = val / 150.f; }
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@ -381,7 +381,7 @@ protected:
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void NetworkSynch(double timeNow, int force = 0);
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hsBool IHandleControlMsg(plControlEventMsg* pMsg);
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void IFireBehaviorNotify(UInt32 type, hsBool behaviorStart = true);
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void IFireBehaviorNotify(uint32_t type, hsBool behaviorStart = true);
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void IHandleInputStateMsg(plAvatarInputStateMsg *msg);
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void ILinkToPersonalAge();
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int IFindSpawnOverride(void);
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@ -400,7 +400,7 @@ protected:
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static hsScalar fMouseTurnSensitivity;
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plArmatureUpdateMsg *fUpdateMsg;
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// Trying to be a good lad here and align all our bools and UInt8s...
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// Trying to be a good lad here and align all our bools and bytes...
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bool fMidLink; // We're in between a LeaveAge and an EnterAge
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bool fAlreadyPanicLinking; // Cleared when you enter an age. Prevents spamming the server with panic link requests.
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bool fUnconsumedJump; // We've pressed the jump key, but haven't jumped yet
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@ -408,8 +408,8 @@ protected:
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bool fPendingSynch;
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bool fDebugOn;
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bool fOpaque;
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UInt8 fSuspendInputCount;
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UInt8 fStealthMode;
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uint8_t fSuspendInputCount;
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uint8_t fStealthMode;
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int fStealthLevel; // you are invisible to other players/CCRs of lower stealthLevel
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double fLastInputSynch;
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@ -473,8 +473,8 @@ public:
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plAvBoneMap();
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virtual ~plAvBoneMap();
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const plSceneObject * FindBone(UInt32 boneID); // you probably want to use plAvBrainHuman::BoneID;
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void AddBoneMapping(UInt32 boneID, const plSceneObject *SO);
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const plSceneObject * FindBone(uint32_t boneID); // you probably want to use plAvBrainHuman::BoneID;
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void AddBoneMapping(uint32_t boneID, const plSceneObject *SO);
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protected:
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class BoneMapImp; // forward declaration to keep the header clean: see .cpp for implementation
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