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mirror of https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git synced 2025-07-20 04:09:16 +00:00

Obliterate hsBool

This commit is contained in:
2012-07-11 01:28:00 -04:00
parent 5f78b33db4
commit a709e17069
1041 changed files with 7889 additions and 8070 deletions

View File

@ -145,7 +145,7 @@ public:
/** Virtual destructor */
virtual ~plAvBrainGeneric();
static hsBool fForce3rdPerson;
static bool fForce3rdPerson;
/** Attaches our current stage and takes control of the armature. Note that
the brain may be in a "half-finished" state -- we may be receiving some
@ -154,7 +154,7 @@ public:
virtual void Activate(plArmatureModBase *avMod);
/** Advance the current stage and swap in a new stage if necessary. */
virtual hsBool Apply(double timeNow, float elapsed);
virtual bool Apply(double timeNow, float elapsed);
/** Remove all our stages and release control of the armature. */
virtual void Deactivate();
@ -168,9 +168,9 @@ public:
virtual bool RelayNotifyMsg(plNotifyMsg *msg);
/** We're leaving the age. Clean up. */
virtual hsBool LeaveAge();
virtual bool LeaveAge();
virtual hsBool IsRunningTask();
virtual bool IsRunningTask();
/** Compare the names of the anims in our stages.
Return true on a match (order matters). */
@ -256,7 +256,7 @@ public:
virtual void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
// plasma protocol
hsBool MsgReceive(plMessage *msg);
bool MsgReceive(plMessage *msg);
CLASSNAME_REGISTER( plAvBrainGeneric );
GETINTERFACE_ANY( plAvBrainGeneric, plArmatureBrain );
@ -271,19 +271,19 @@ protected:
//
/////////////////////////////////////////////////////////////////////////////////////
hsBool IHandleGenBrainMsg(const plAvBrainGenericMsg *msg);
hsBool IHandleTaskMsg(plAvTaskMsg *msg);
bool IHandleGenBrainMsg(const plAvBrainGenericMsg *msg);
bool IHandleTaskMsg(plAvTaskMsg *msg);
bool IBrainIsCompatible(plAvBrainGeneric *otherBrain);
float IGetAnimDelta(double time, float elapsed); // how far should we move our animation this frame?
hsBool IProcessNormal(double time, float elapsed);
bool IProcessNormal(double time, float elapsed);
hsBool IProcessFadeIn(double time, float elapsed);
hsBool IProcessFadeOut(double time, float elapsed);
bool IProcessFadeIn(double time, float elapsed);
bool IProcessFadeOut(double time, float elapsed);
hsBool ISwitchStages(int oldStage, int newStage, float delta, hsBool setTime, float newTime,
bool ISwitchStages(int oldStage, int newStage, float delta, bool setTime, float newTime,
float fadeNew, float fadeOld, double worldTime);
void IEnterMoveMode(double time); // we've just entered and we're about to begin animating.