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