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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-08 21:07:42 +00:00

CActorContraption fixes, better CMake dependency handling

This commit is contained in:
Jack Andersen
2019-06-11 16:05:17 -10:00
parent 77d0ef942d
commit e218b8aeb5
295 changed files with 942 additions and 2219 deletions

View File

@@ -44,11 +44,11 @@ CSequenceFundamentals CSequenceHelper::ComputeSequenceFundamentals() {
std::vector<CSoundPOINode> soundNodes;
if (x10_treeNodes.size() > 0) {
std::shared_ptr<CAnimTreeNode> node = CAnimTreeNode::Cast(x10_treeNodes[0]->Clone());
for (int i = 0; i < x10_treeNodes.size(); ++i) {
for (size_t i = 0; i < x10_treeNodes.size(); ++i) {
CBoolPOINode boolNodeArr[64];
u32 numBools = node->GetBoolPOIList(CCharAnimTime::Infinity(), boolNodeArr, 64, 0, 0);
boolNodes.reserve(boolNodes.size() + numBools);
for (int j = 0; j < numBools; ++j) {
for (u32 j = 0; j < numBools; ++j) {
CBoolPOINode& n = boolNodeArr[j];
n.SetTime(n.GetTime() + duration);
boolNodes.push_back(n);
@@ -57,7 +57,7 @@ CSequenceFundamentals CSequenceHelper::ComputeSequenceFundamentals() {
CInt32POINode int32NodeArr[64];
u32 numInt32s = node->GetInt32POIList(CCharAnimTime::Infinity(), int32NodeArr, 64, 0, 0);
int32Nodes.reserve(int32Nodes.size() + numInt32s);
for (int j = 0; j < numInt32s; ++j) {
for (u32 j = 0; j < numInt32s; ++j) {
CInt32POINode& n = int32NodeArr[j];
n.SetTime(n.GetTime() + duration);
int32Nodes.push_back(n);
@@ -66,7 +66,7 @@ CSequenceFundamentals CSequenceHelper::ComputeSequenceFundamentals() {
CParticlePOINode particleNodeArr[64];
u32 numParticles = node->GetParticlePOIList(CCharAnimTime::Infinity(), particleNodeArr, 64, 0, 0);
particleNodes.reserve(particleNodes.size() + numParticles);
for (int j = 0; j < numParticles; ++j) {
for (u32 j = 0; j < numParticles; ++j) {
CParticlePOINode& n = particleNodeArr[j];
n.SetTime(n.GetTime() + duration);
particleNodes.push_back(n);
@@ -75,7 +75,7 @@ CSequenceFundamentals CSequenceHelper::ComputeSequenceFundamentals() {
CSoundPOINode soundNodeArr[64];
u32 numSounds = node->GetSoundPOIList(CCharAnimTime::Infinity(), soundNodeArr, 64, 0, 0);
soundNodes.reserve(soundNodes.size() + numSounds);
for (int j = 0; j < numSounds; ++j) {
for (u32 j = 0; j < numSounds; ++j) {
CSoundPOINode& n = soundNodeArr[j];
n.SetTime(n.GetTime() + duration);
soundNodes.push_back(n);