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