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https://foundry.openuru.org/gitblit/r/CWE-ou-minkata.git
synced 2025-07-20 04:09:16 +00:00
Obliterate hsBool
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@ -145,7 +145,7 @@ public:
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/** Virtual destructor */
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virtual ~plAvBrainGeneric();
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static hsBool fForce3rdPerson;
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static bool fForce3rdPerson;
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/** Attaches our current stage and takes control of the armature. Note that
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the brain may be in a "half-finished" state -- we may be receiving some
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@ -154,7 +154,7 @@ public:
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virtual void Activate(plArmatureModBase *avMod);
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/** Advance the current stage and swap in a new stage if necessary. */
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virtual hsBool Apply(double timeNow, float elapsed);
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virtual bool Apply(double timeNow, float elapsed);
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/** Remove all our stages and release control of the armature. */
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virtual void Deactivate();
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@ -168,9 +168,9 @@ public:
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virtual bool RelayNotifyMsg(plNotifyMsg *msg);
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/** We're leaving the age. Clean up. */
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virtual hsBool LeaveAge();
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virtual bool LeaveAge();
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virtual hsBool IsRunningTask();
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virtual bool IsRunningTask();
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/** Compare the names of the anims in our stages.
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Return true on a match (order matters). */
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@ -256,7 +256,7 @@ public:
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virtual void DumpToDebugDisplay(int &x, int &y, int lineHeight, char *strBuf, plDebugText &debugTxt);
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// plasma protocol
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hsBool MsgReceive(plMessage *msg);
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bool MsgReceive(plMessage *msg);
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CLASSNAME_REGISTER( plAvBrainGeneric );
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GETINTERFACE_ANY( plAvBrainGeneric, plArmatureBrain );
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@ -271,19 +271,19 @@ protected:
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//
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/////////////////////////////////////////////////////////////////////////////////////
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hsBool IHandleGenBrainMsg(const plAvBrainGenericMsg *msg);
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hsBool IHandleTaskMsg(plAvTaskMsg *msg);
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bool IHandleGenBrainMsg(const plAvBrainGenericMsg *msg);
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bool IHandleTaskMsg(plAvTaskMsg *msg);
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bool IBrainIsCompatible(plAvBrainGeneric *otherBrain);
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float IGetAnimDelta(double time, float elapsed); // how far should we move our animation this frame?
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hsBool IProcessNormal(double time, float elapsed);
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bool IProcessNormal(double time, float elapsed);
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hsBool IProcessFadeIn(double time, float elapsed);
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hsBool IProcessFadeOut(double time, float elapsed);
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bool IProcessFadeIn(double time, float elapsed);
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bool IProcessFadeOut(double time, float elapsed);
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hsBool ISwitchStages(int oldStage, int newStage, float delta, hsBool setTime, float newTime,
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bool ISwitchStages(int oldStage, int newStage, float delta, bool setTime, float newTime,
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float fadeNew, float fadeOld, double worldTime);
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void IEnterMoveMode(double time); // we've just entered and we're about to begin animating.
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