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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

Fix string usage that was broken from enabling the Max plugin build

This commit is contained in:
2012-02-05 21:53:54 -08:00
parent bb0ed04a52
commit be4b0732d5
129 changed files with 952 additions and 1109 deletions

View File

@ -89,19 +89,19 @@ public:
incoming channels with this modifier. You may also supply an
autoApply parameter, which indicates whether this modifier
should apply itself every frame, or only when explicitly asked to. */
plAGModifier(const char *name, hsBool autoApply = true);
plAGModifier(const plString &name, hsBool autoApply = true);
/** It's a destructor. Destroys the name passed into the constructor,
and a bunch of other stuff you don't need to know anything about. */
virtual ~plAGModifier();
/** Get the name of the channel controlled by this modifier. */
const char * GetChannelName() const;
plString GetChannelName() const;
/** Change the channel name of the modifier. Will delete the previous
name. Will NOT remove any channels that are already attached, so
you could wind up with a modifier named "Fred" and a bunch of
channels attached to it that were intended for "Lamont." */
void SetChannelName(char * name);
void SetChannelName(const plString & name);
/** Attach a new applicator to our modifier. Will arbitrate with existing
modifiers if necessary, based on pin type. May destruct existing applicators. */
@ -139,9 +139,9 @@ protected:
typedef std::vector<plAGApplicator*> plAppTable;
plAppTable fApps; // the applicators (with respective channels) that we're applying to our scene object
char *fChannelName; // name used for matching animation channels to this modifier
hsBool fAutoApply; // evaluate animation automatically during IEval call
hsBool fEnabled; // if not enabled, we don't eval any of our anims
plString fChannelName; // name used for matching animation channels to this modifier
hsBool fAutoApply; // evaluate animation automatically during IEval call
hsBool fEnabled; // if not enabled, we don't eval any of our anims
// APPLYING THE ANIMATION
virtual hsBool IEval(double secs, float del, uint32_t dirty);