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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
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@ -309,7 +309,7 @@ void plAvBrainHuman::IInitBoneMap()
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for(int i = 0; i < numTuples; i++)
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{
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HumanBoneID id = tupleMap[i].fID;
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const char * name = tupleMap[i].fName;
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plString name = _TEMP_CONVERT_FROM_LITERAL(tupleMap[i].fName);
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const plSceneObject * bone = this->fAvMod->FindBone(name);
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if( bone )
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@ -317,7 +317,7 @@ void plAvBrainHuman::IInitBoneMap()
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fAvMod->AddBoneMapping(id, bone);
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}
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else
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hsStatusMessageF("Couldn't find standard bone %s.", name);
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hsStatusMessageF("Couldn't find standard bone %s.", name.c_str());
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}
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}
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@ -346,9 +346,8 @@ void plAvBrainHuman::Suspend()
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// Kind of hacky... but this is a rather rare case.
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// If the user lets up on the PushToTalk key in another brain
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// we'll miss the message to take off the animation.
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char *chatAnimName = fAvMod->MakeAnimationName("Talk");
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plString chatAnimName = fAvMod->MakeAnimationName("Talk");
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plAGAnimInstance *anim = fAvMod->FindAnimInstance(chatAnimName);
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delete [] chatAnimName;
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if (anim)
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anim->FadeAndDetach(0, 1);
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@ -699,7 +698,7 @@ void plAvBrainHuman::TurnToPoint(hsPoint3 point)
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void plAvBrainHuman::IChatOn()
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{
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char *chatAnimName = fAvMod->MakeAnimationName("Talk");
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plString chatAnimName = fAvMod->MakeAnimationName("Talk");
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// check that we aren't adding this twice...
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if (!fAvMod->FindAnimInstance(chatAnimName))
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@ -713,13 +712,11 @@ void plAvBrainHuman::IChatOn()
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taskMsg->Send();
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}
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}
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delete [] chatAnimName;
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}
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void plAvBrainHuman::IChatOff()
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{
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char *chatAnimName = fAvMod->MakeAnimationName("Talk");
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plString chatAnimName = fAvMod->MakeAnimationName("Talk");
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plKey avKey = fAvMod->GetKey();
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plAvAnimTask *animTask = new plAvAnimTask(chatAnimName, -1.0);
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if (animTask)
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@ -728,7 +725,6 @@ void plAvBrainHuman::IChatOff()
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taskMsg->SetBCastFlag(plMessage::kNetPropagate);
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taskMsg->Send();
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}
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delete[] chatAnimName;
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}
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hsBool plAvBrainHuman::IInitAnimations()
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@ -1422,12 +1418,11 @@ bool PushSimpleMultiStage(plArmatureMod *avatar, const char *enterAnim, const ch
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bool AvatarEmote(plArmatureMod *avatar, const char *emoteName)
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{
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bool result = false;
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char *fullName = avatar->MakeAnimationName(emoteName);
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plString fullName = avatar->MakeAnimationName(emoteName);
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plAGAnim *anim = plAGAnim::FindAnim(fullName);
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plEmoteAnim *emote = plEmoteAnim::ConvertNoRef(anim);
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hsBool alreadyActive = avatar->FindAnimInstance(fullName) != nil;
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plAvBrainHuman *huBrain = plAvBrainHuman::ConvertNoRef(avatar->FindBrainByClass(plAvBrainHuman::Index()));
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delete[] fullName;
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// XXX
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plAvBrainSwim *swimBrain = plAvBrainSwim::ConvertNoRef(avatar->GetCurrentBrain());
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