forked from mirrors/0ad
Improve style and whitespace in CCmpVisualActor.
Refs #4270 This was SVN commit r18821.
This commit is contained in:
@@ -202,7 +202,7 @@ public:
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m_VisibleInAtlasOnly = paramNode.GetChild("VisibleInAtlasOnly").ToBool();
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m_IsActorOnly = paramNode.GetChild("ActorOnly").IsOk();
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InitModel(paramNode);
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// We need to select animation even if graphics are disabled, as this modifies serialized state
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@@ -287,7 +287,7 @@ public:
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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// Quick exit for running in non-graphical mode
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if (m_Unit == NULL)
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if (!m_Unit)
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return;
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switch (msg.GetType())
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@@ -420,9 +420,9 @@ public:
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virtual void SetVariant(const CStr& key, const CStr& selection)
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{
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m_VariantSelections[key] = selection;
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if (!m_Unit)
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return;
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m_Unit->SetEntitySelection(key, selection);
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if (m_Unit)
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m_Unit->SetEntitySelection(key, selection);
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}
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virtual void SelectAnimation(const std::string& name, bool once, fixed speed, const std::wstring& soundgroup)
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@@ -471,20 +471,14 @@ public:
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{
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m_AnimSyncRepeatTime = repeattime;
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if (m_Unit)
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{
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat());
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}
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if (m_Unit && m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncRepeat(m_AnimSyncRepeatTime.ToFloat());
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}
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virtual void SetAnimationSyncOffset(fixed actiontime)
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{
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if (m_Unit)
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{
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if (m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncOffset(actiontime.ToFloat());
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}
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if (m_Unit && m_Unit->GetAnimation())
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m_Unit->GetAnimation()->SetAnimationSyncOffset(actiontime.ToFloat());
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}
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virtual void SetShadingColor(fixed r, fixed g, fixed b, fixed a)
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@@ -504,16 +498,14 @@ public:
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virtual void SetVariable(const std::string& name, float value)
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{
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if (m_Unit)
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{
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m_Unit->GetModel().SetEntityVariable(name, value);
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}
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}
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virtual u32 GetActorSeed()
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{
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return m_Seed;
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}
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virtual void SetActorSeed(u32 seed)
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{
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if (seed == m_Seed)
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@@ -653,10 +645,10 @@ void CCmpVisualActor::InitSelectionShapeDescriptor(const CParamNode& paramNode)
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float size0 = fpSize0.ToFloat();
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float size1 = fpSize1.ToFloat();
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// TODO: we should properly distinguish between CIRCLE and SQUARE footprint shapes here, but since cylinders
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// aren't implemented yet and are almost indistinguishable from boxes for small enough sizes anyway,
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// we'll just use boxes for either case. However, for circular footprints the size0 and size1 values both
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// represent the radius, so we do have to adjust them to match the size1 and size0's of square footprints
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// TODO: we should properly distinguish between CIRCLE and SQUARE footprint shapes here, but since cylinders
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// aren't implemented yet and are almost indistinguishable from boxes for small enough sizes anyway,
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// we'll just use boxes for either case. However, for circular footprints the size0 and size1 values both
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// represent the radius, so we do have to adjust them to match the size1 and size0's of square footprints
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// (which represent the full width and depth).
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if (fpShape == ICmpFootprint::CIRCLE)
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{
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