Refactor so PWE compiles with the newly externalized LibCommon

This commit is contained in:
Aruki
2018-12-11 22:50:46 -07:00
parent dacd21d7fc
commit 2287b05bc3
298 changed files with 3192 additions and 3184 deletions

View File

@@ -142,7 +142,7 @@ bool CPoiMapModel::IsModelMapped(const QModelIndex& rkIndex, CModelNode *pNode)
CScriptNode* CPoiMapModel::PoiNodePointer(const QModelIndex& rkIndex) const
{
if ((u32) rkIndex.row() < mpPoiToWorld->NumMappedPOIs())
if ((uint32) rkIndex.row() < mpPoiToWorld->NumMappedPOIs())
{
const CPoiToWorld::SPoiMap *pkMap = mpPoiToWorld->MapByIndex(rkIndex.row());
return mpEditor->Scene()->NodeForInstanceID(pkMap->PoiID);
@@ -171,7 +171,7 @@ void CPoiMapModel::OnMapChange(CWorld*, CGameArea *pArea)
if (mpPoiToWorld)
{
// Create an ID -> Model Node lookup map
QMap<u32,CModelNode*> NodeMap;
QMap<uint32,CModelNode*> NodeMap;
for (CSceneIterator It(mpEditor->Scene(), eModelNode, true); !It.DoneIterating(); ++It)
{
@@ -180,7 +180,7 @@ void CPoiMapModel::OnMapChange(CWorld*, CGameArea *pArea)
}
// Create internal model map
for (u32 iPoi = 0; iPoi < mpPoiToWorld->NumMappedPOIs(); iPoi++)
for (uint32 iPoi = 0; iPoi < mpPoiToWorld->NumMappedPOIs(); iPoi++)
{
const CPoiToWorld::SPoiMap *pkMap = mpPoiToWorld->MapByIndex(iPoi);
CScriptNode *pPoiNode = mpEditor->Scene()->NodeForInstanceID(pkMap->PoiID);