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Convert custom HeadSpin integer types to standard types from stdint.h
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@ -76,7 +76,7 @@ protected:
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plSceneObject *fTarget;
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hsGMaterial *fTexture; // One texture per system (Tiling is your friend!)
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UInt32 fXTiles, fYTiles; // Width/height of the texture (in tiles) for determining a particle's UVs
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uint32_t fXTiles, fYTiles; // Width/height of the texture (in tiles) for determining a particle's UVs
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double fCurrTime;
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double fLastTime;
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@ -86,11 +86,11 @@ protected:
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hsScalar fWindMult;
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bool fAttachedToAvatar;
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UInt32 fMaxTotalParticles;
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UInt32 fMaxTotalParticlesLeft;
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UInt32 fNumValidEmitters;
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UInt32 fMaxEmitters;
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UInt32 fNextEmitterToGo;
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uint32_t fMaxTotalParticles;
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uint32_t fMaxTotalParticlesLeft;
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uint32_t fNumValidEmitters;
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uint32_t fMaxEmitters;
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uint32_t fNextEmitterToGo;
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plParticleEmitter **fEmitters; // Various locations we're emitting particles from (the first one is
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// reserved for particles added explicitly (to keep all the bookkeeping
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@ -113,17 +113,17 @@ protected:
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plParticleSDLMod *fParticleSDLMod;
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hsBool IShouldUpdate(plPipeline* pipe) const;
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virtual hsBool IEval(double secs, hsScalar del, UInt32 dirty); // required by plModifier
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virtual hsBool IEval(double secs, hsScalar del, uint32_t dirty); // required by plModifier
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void IHandleRenderMsg(plPipeline* pipe);
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plDrawInterface* ICheckDrawInterface();
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void IAddEffect(plParticleEffect *effect, UInt32 type);
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void IReadEffectsArray(hsTArray<plParticleEffect *> &effects, UInt32 type, hsStream *s, hsResMgr *mgr);
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void IAddEffect(plParticleEffect *effect, uint32_t type);
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void IReadEffectsArray(hsTArray<plParticleEffect *> &effects, uint32_t type, hsStream *s, hsResMgr *mgr);
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void IPreSim();
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public:
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plParticleSystem();
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virtual ~plParticleSystem();
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void Init(UInt32 xTiles, UInt32 yTiles, UInt32 maxTotalParticles, UInt32 numEmitters,
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void Init(uint32_t xTiles, uint32_t yTiles, uint32_t maxTotalParticles, uint32_t numEmitters,
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plController *ambientCtl, plController *diffuseCtl, plController *opacityCtl,
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plController *widthCtl, plController *heightCtl);
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@ -138,11 +138,11 @@ public:
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{
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kParticleSystemAlwaysUpdate = 0x1
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};
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UInt8 fMiscFlags; // Not read/written (could be, but it's not needed yet.)
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uint8_t fMiscFlags; // Not read/written (could be, but it's not needed yet.)
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// There might not be enough particles available. this function returns the number of maxParticles that
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// the emitter actually received.
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UInt32 AddEmitter(UInt32 maxParticles, plParticleGenerator *gen, UInt32 emitterFlags);
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uint32_t AddEmitter(uint32_t maxParticles, plParticleGenerator *gen, uint32_t emitterFlags);
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plParticleEmitter* GetAvailEmitter();
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@ -151,20 +151,20 @@ public:
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// These are just public wrappers to the equivalent plParticleEmitter functions, provided for the purpose
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// of adding particles to a system explicitly.
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void AddParticle(hsPoint3 &pos, hsVector3 &velocity, UInt32 tileIndex,
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void AddParticle(hsPoint3 &pos, hsVector3 &velocity, uint32_t tileIndex,
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hsScalar hSize, hsScalar vSize, hsScalar scale, hsScalar invMass, hsScalar life,
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hsPoint3 &orientation, UInt32 miscFlags, hsScalar radsPerSec=0.f);
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void GenerateParticles(UInt32 num, hsScalar dt = 0.f);
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hsPoint3 &orientation, uint32_t miscFlags, hsScalar radsPerSec=0.f);
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void GenerateParticles(uint32_t num, hsScalar dt = 0.f);
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void WipeExistingParticles(); // Instant nuke
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void KillParticles(hsScalar num, hsScalar timeToDie, UInt8 flags); // Sets a death timer. They'll get removed on the next update (if time has run out)
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UInt16 StealParticlesFrom(plParticleSystem *victim, UInt16 num); // Returns the number of particles actually stolen
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void KillParticles(hsScalar num, hsScalar timeToDie, uint8_t flags); // Sets a death timer. They'll get removed on the next update (if time has run out)
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uint16_t StealParticlesFrom(plParticleSystem *victim, uint16_t num); // Returns the number of particles actually stolen
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void TranslateAllParticles(hsPoint3 &amount); // Used to recenter the system when linking between ages.
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void DisableGenerators();
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UInt32 GetNumTiles() const { return fXTiles * fYTiles; }
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void SetTileIndex(plParticle &particle, UInt32 index); // Sets the UV coordinates appropriate for the current texture
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UInt32 GetNumValidParticles(hsBool immortalOnly = false) const; // Takes a bit longer if we want a count of immortal particles...
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UInt32 GetMaxTotalParticles() const { return fMaxTotalParticles; }
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uint32_t GetNumTiles() const { return fXTiles * fYTiles; }
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void SetTileIndex(plParticle &particle, uint32_t index); // Sets the UV coordinates appropriate for the current texture
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uint32_t GetNumValidParticles(hsBool immortalOnly = false) const; // Takes a bit longer if we want a count of immortal particles...
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uint32_t GetMaxTotalParticles() const { return fMaxTotalParticles; }
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const hsMatrix44 &GetLocalToWorld() const;
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void SetAccel(const hsVector3& a) { fAccel = GRAVITY_ACCEL_FEET_PER_SEC2 * a; }
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@ -172,13 +172,13 @@ public:
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void SetDrag(hsScalar d) { fDrag = -d; }
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void SetWindMult(hsScalar m) { fWindMult = m; }
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void SetPreSim(hsScalar time) { fPreSim = time; }
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void UpdateGenerator(UInt32 paramID, hsScalar value);
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void UpdateGenerator(uint32_t paramID, hsScalar value);
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plParticleGenerator *GetExportedGenerator() const;
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const hsVector3& GetAccel() const { return fAccel; }
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hsScalar GetDrag() const { return fDrag; }
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hsScalar GetWindMult() const { return fWindMult; }
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plParticleEffect *GetEffect(UInt16 type) const;
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plParticleEffect *GetEffect(uint16_t type) const;
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plParticleSDLMod* GetSDLMod() {return fParticleSDLMod;}
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// Functions related to/required by plModifier
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