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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

@ -84,15 +84,13 @@ public:
\param loop Make the animation loop?
\param attach Are we attaching or detaching the animation?
*/
plAvAnimTask(const char *animName, float initialBlend, float targetBlend, float fadeSpeed,
plAvAnimTask(const plString &animName, float initialBlend, float targetBlend, float fadeSpeed,
float setTime, hsBool start, hsBool loop, hsBool attach);
/** Canonical constructor form form for detaching
\param animName The name of the animation we're detaching
\param fadeSpeed How fast to fade it out. */
plAvAnimTask(const char *animName, float fadeSpeed, hsBool attach = false);
virtual ~plAvAnimTask();
plAvAnimTask(const plString &animName, float fadeSpeed, hsBool attach = false);
// task protocol
virtual hsBool Start(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
@ -108,11 +106,11 @@ public:
protected:
// public members
char* fAnimName; // the animation we're operating on
float fInitialBlend; // the blend to establish (attaching only)
float fTargetBlend; // the blend to achieve eventually (attaching only)
float fFadeSpeed; // how fast to achieve the blend
float fSetTime; // set the animation to this time
plString fAnimName; // the animation we're operating on
float fInitialBlend; // the blend to establish (attaching only)
float fTargetBlend; // the blend to achieve eventually (attaching only)
float fFadeSpeed; // how fast to achieve the blend
float fSetTime; // set the animation to this time
hsBool fStart; // start the animation playing? (attaching only)
hsBool fLoop; // turn on looping? (attaching only)
hsBool fAttach; // attach? (otherwise detach)
@ -184,7 +182,7 @@ public:
\param reversable Unused. Allows the oneshot to be backed up by keyboard input
\param callbacks A vector of callback messages to be sent at specific times during the animation
*/
plAvOneShotTask(const char *animName, hsBool drivable, hsBool reversible, plOneShotCallbacks *callbacks);
plAvOneShotTask(const plString &animName, hsBool drivable, hsBool reversible, plOneShotCallbacks *callbacks);
/** Construct from a oneshot message.
\param msg The message to copy our parameters from
\param brain The brain to attach the task to.
@ -197,7 +195,7 @@ public:
virtual hsBool Process(plArmatureMod *avatar, plArmatureBrain *brain, double time, float elapsed);
virtual void LeaveAge(plArmatureMod *avatar);
void SetAnimName(char *name);
void SetAnimName(const plString &name);
static hsBool fForce3rdPerson;
@ -211,7 +209,7 @@ public:
// *** implement reader and writer if needed for network propagation
protected:
char *fAnimName; // the name of the one-shot animation we want to use
plString fAnimName; // the name of the one-shot animation we want to use
hsBool fMoveHandle; // move the handle after the oneshot's done playing?
plAGAnimInstance *fAnimInstance; // the animation instance (available only after it starts playing)
hsBool fDrivable; // the user can control the animation with the mouse
@ -257,10 +255,10 @@ public:
virtual void Write(hsStream *stream, hsResMgr *mgr);
virtual void Read(hsStream *stream, hsResMgr *mgr);
void SetMarkerName(char *name);
void SetMarkerName(const plString &name);
protected:
char *fMarkerName;
plString fMarkerName;
double fStartTime;
float fMarkerTime;
hsBool fLinkFired;