Преглед на файлове

Only warnings for deprecated functions remain

Thomas Buck преди 10 години
родител
ревизия
6b550a18a2
променени са 10 файла, в които са добавени 65 реда и са изтрити 65 реда
  1. 3
    1
      Makefile
  2. 4
    2
      README.md
  3. 4
    4
      src/Emitter.cpp
  4. 3
    3
      src/Light.h
  5. 1
    1
      src/OpenRaider.cpp
  6. 2
    2
      src/Render.cpp
  7. 1
    1
      src/Render.h
  8. 3
    3
      src/Sound.cpp
  9. 6
    10
      src/TombRaider.cpp
  10. 38
    38
      src/World.cpp

+ 3
- 1
Makefile Целия файл

264
 
264
 
265
 #################################################################
265
 #################################################################
266
 
266
 
267
-clean: clean-emacs clean-build clean-test clean-obj clean-dep
267
+clean: clean-small clean-dep
268
+
269
+clean-small: clean-emacs clean-build clean-test clean-obj 
268
 	@-rm -rf bin/OpenRaider.app
270
 	@-rm -rf bin/OpenRaider.app
269
 	@-rm -rf bin/OpenRaider.dmg
271
 	@-rm -rf bin/OpenRaider.dmg
270
 
272
 

+ 4
- 2
README.md Целия файл

2
 
2
 
3
 [OpenRaider](http://openraider.sourceforge.net) is an Open Source implementation of the classic Tomb Raider Game Engine. It was abandoned in 2003.
3
 [OpenRaider](http://openraider.sourceforge.net) is an Open Source implementation of the classic Tomb Raider Game Engine. It was abandoned in 2003.
4
 
4
 
5
-This project aims to get OpenRaider running in a modern Unix.
5
+This project aims to get OpenRaider in a more usable state.
6
+
7
+If you just want to see OpenRaider doing something, without installing any of the dependencies needed to build OpenRaider, install [XQuartz](http://xquartz.macosforge.org/trac) (if you don't have it already) and grab the Mac App Bundle from the [most recent release](https://github.com/xythobuz/OpenRaider/releases).
6
 
8
 
7
 ## Configuration
9
 ## Configuration
8
 
10
 
15
 
17
 
16
     sudo port install zlib cmake libsdl libsdl_ttf
18
     sudo port install zlib cmake libsdl libsdl_ttf
17
 
19
 
18
-You also need the  [XQuartz](http://xquartz.macosforge.org/trac) X11 Server.
20
+You also need the [XQuartz](http://xquartz.macosforge.org/trac) X11 Server.
19
 
21
 
20
 To get Sound, you need [freealut](https://github.com/vancegroup/freealut). Get, compile and install it like this:
22
 To get Sound, you need [freealut](https://github.com/vancegroup/freealut). Get, compile and install it like this:
21
 
23
 

+ 4
- 4
src/Emitter.cpp Целия файл

210
 	unsigned int i;
210
 	unsigned int i;
211
 
211
 
212
 
212
 
213
-	if ((particle_start >= 0 && particle_start < _count) &&
213
+	if ((particle_start < _count) &&
214
 		 (particle_end > 0 && particle_end <= _count) &&
214
 		 (particle_end > 0 && particle_end <= _count) &&
215
 		 (particle_start < particle_end))
215
 		 (particle_start < particle_end))
216
 	{
216
 	{
226
 	unsigned int i;
226
 	unsigned int i;
227
 
227
 
228
 
228
 
229
-	if ((particle_start >= 0 && particle_start < _count) &&
229
+	if ((particle_start < _count) &&
230
 		 (particle_end > 0 && particle_end <= _count) &&
230
 		 (particle_end > 0 && particle_end <= _count) &&
231
 		 (particle_start < particle_end))
231
 		 (particle_start < particle_end))
232
 	{
232
 	{
242
 	unsigned int i;
242
 	unsigned int i;
243
 
243
 
244
 
244
 
245
-	if ((particle_start >= 0 && particle_start < _count) &&
245
+	if ((particle_start < _count) &&
246
 		 (particle_end > 0 && particle_end <= _count) &&
246
 		 (particle_end > 0 && particle_end <= _count) &&
247
 		 (particle_start < particle_end))
247
 		 (particle_start < particle_end))
248
 	{
248
 	{
258
 	unsigned int i;
258
 	unsigned int i;
259
 
259
 
260
 
260
 
261
-	if ((particle_start >= 0 && particle_start < _count) &&
261
+	if ((particle_start < _count) &&
262
 		 (particle_end > 0 && particle_end <= _count) &&
262
 		 (particle_end > 0 && particle_end <= _count) &&
263
 		 (particle_start < particle_end))
263
 		 (particle_start < particle_end))
264
 	{
264
 	{

+ 3
- 3
src/Light.h Целия файл

81
 
81
 
82
  private:
82
  private:
83
 
83
 
84
-	unsigned int mFlags;        /* Flags for this light */
84
+	//unsigned int mFlags;        /* Flags for this light */
85
 
85
 
86
-	unsigned int mId;           /* Unique identifier of this light */
86
+	//unsigned int mId;           /* Unique identifier of this light */
87
 
87
 
88
-	char *mName;                /* Light name */
88
+	//char *mName;                /* Light name */
89
 };
89
 };
90
 
90
 
91
 #endif
91
 #endif

+ 1
- 1
src/OpenRaider.cpp Целия файл

1199
 				if (elapsed > mdl->rate)
1199
 				if (elapsed > mdl->rate)
1200
 				{
1200
 				{
1201
 					if (mdl->getAnimation() == 0 &&
1201
 					if (mdl->getAnimation() == 0 &&
1202
-						 mdl->getFrame() == 2 ||  mdl->getFrame() == 10)
1202
+						 (mdl->getFrame() == 2 ||  mdl->getFrame() == 10))
1203
 					{
1203
 					{
1204
 						if (m_flags & OpenRaider_EnableSound)
1204
 						if (m_flags & OpenRaider_EnableSound)
1205
 						{
1205
 						{

+ 2
- 2
src/Render.cpp Целия файл

1901
 	// So just draw normal texture, no case 2
1901
 	// So just draw normal texture, no case 2
1902
 	case Render::modeSolid:
1902
 	case Render::modeSolid:
1903
 		glBegin(GL_TRIANGLE_STRIP);
1903
 		glBegin(GL_TRIANGLE_STRIP);
1904
-		glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[2], 0.5);
1904
+		glColor3f(sprite->texel[0].st[0], sprite->texel[0].st[1], 0.5);
1905
 		glVertex3fv(sprite->vertex[0].pos);
1905
 		glVertex3fv(sprite->vertex[0].pos);
1906
 
1906
 
1907
 		glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
1907
 		glColor3f(sprite->texel[1].st[0], sprite->texel[1].st[1], 0.5);
1908
 		glVertex3fv(sprite->vertex[1].pos);
1908
 		glVertex3fv(sprite->vertex[1].pos);
1909
 
1909
 
1910
-		glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[2], 0.5);
1910
+		glColor3f(sprite->texel[3].st[0], sprite->texel[3].st[1], 0.5);
1911
 		glVertex3fv(sprite->vertex[3].pos);
1911
 		glVertex3fv(sprite->vertex[3].pos);
1912
 
1912
 
1913
 		glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);
1913
 		glColor3f(sprite->texel[2].st[0], sprite->texel[2].st[1], 0.5);

+ 1
- 1
src/Render.h Целия файл

587
 
587
 
588
 	unsigned int *mNextTextureId;
588
 	unsigned int *mNextTextureId;
589
 
589
 
590
-	float mSplash;
590
+	// float mSplash;
591
 
591
 
592
 	int mLock;
592
 	int mLock;
593
 
593
 

+ 3
- 3
src/Sound.cpp Целия файл

73
 
73
 
74
 int Sound::init()
74
 int Sound::init()
75
 {
75
 {
76
+#ifndef __APPLE__
76
 	int fd;
77
 	int fd;
77
 
78
 
78
-#ifndef __APPLE__
79
 	fd = open("/dev/dsp", O_RDWR);
79
 	fd = open("/dev/dsp", O_RDWR);
80
 
80
 
81
 	if (fd < 0)
81
 	if (fd < 0)
127
 int Sound::add(char *filename, int *source, unsigned int flags)
127
 int Sound::add(char *filename, int *source, unsigned int flags)
128
 {
128
 {
129
 #ifdef HAVE_OPENAL
129
 #ifdef HAVE_OPENAL
130
-   ALsizei size, freq, bits;
130
+   ALsizei size, freq;
131
    ALenum format;
131
    ALenum format;
132
    ALvoid *data;
132
    ALvoid *data;
133
    ALboolean err;
133
    ALboolean err;
198
 int Sound::add(unsigned char *wav, int *source, unsigned int flags)
198
 int Sound::add(unsigned char *wav, int *source, unsigned int flags)
199
 {
199
 {
200
 #ifdef HAVE_OPENAL
200
 #ifdef HAVE_OPENAL
201
-   ALsizei size, freq;
201
+   ALsizei size = 0, freq = 0;
202
    ALvoid *data;
202
    ALvoid *data;
203
 #endif
203
 #endif
204
 
204
 

+ 6
- 10
src/TombRaider.cpp Целия файл

148
 
148
 
149
 unsigned int TombRaider::NumFrames()
149
 unsigned int TombRaider::NumFrames()
150
 {
150
 {
151
-	if (_num_frames < 0)
152
-		return 0;
153
-
154
 	return _num_frames;
151
 	return _num_frames;
155
 }
152
 }
156
 
153
 
257
 	tr2_moveable_t *next_moveable = 0x0;
254
 	tr2_moveable_t *next_moveable = 0x0;
258
 
255
 
259
 
256
 
260
-	if (moveable_index >= 0 &&
261
-		 moveable_index <= (int)_num_moveables || _num_moveables < 1)
257
+	if ((moveable_index >= 0 &&
258
+		 moveable_index <= (int)_num_moveables) || _num_moveables < 1)
262
 	{
259
 	{
263
 		moveable = &_moveables[moveable_index];
260
 		moveable = &_moveables[moveable_index];
264
 	}
261
 	}
500
 	  l = strlen(filename);
497
 	  l = strlen(filename);
501
 
498
 
502
 	  // Looking for pattern "filename.trc"
499
 	  // Looking for pattern "filename.trc"
503
-	  if (filename[l-1] == 'c' || filename[l-1] == 'C' &&
504
-			filename[l-2] == 'r' || filename[l-2] == 'R' &&
505
-			filename[l-3] == 't' || filename[l-3] == 'T')
500
+	  if ((filename[l-1] == 'c' || filename[l-1] == 'C') &&
501
+			(filename[l-2] == 'r' || filename[l-2] == 'R') &&
502
+			(filename[l-3] == 't' || filename[l-3] == 'T'))
506
 	  {
503
 	  {
507
 		  printDebug("Load", "This is really a TR5 pak");
504
 		  printDebug("Load", "This is really a TR5 pak");
508
 		  mEngineVersion = TR_VERSION_5;
505
 		  mEngineVersion = TR_VERSION_5;
3193
 
3190
 
3194
 		return (mRoomsTR5[roomIndex].numZSectors *
3191
 		return (mRoomsTR5[roomIndex].numZSectors *
3195
 				  mRoomsTR5[roomIndex].numXSectors);
3192
 				  mRoomsTR5[roomIndex].numXSectors);
3196
-		break;
3197
 	default:
3193
 	default:
3198
 		// width of sector list
3194
 		// width of sector list
3199
 		*zSectorsCount = _rooms[roomIndex].num_zsectors;
3195
 		*zSectorsCount = _rooms[roomIndex].num_zsectors;
3203
 
3199
 
3204
 		count = _rooms[roomIndex].num_zsectors * _rooms[roomIndex].num_xsectors;
3200
 		count = _rooms[roomIndex].num_zsectors * _rooms[roomIndex].num_xsectors;
3205
 
3201
 
3206
-		return ((count < 0) ? 0 : count);
3202
+		return count;
3207
 	}
3203
 	}
3208
 
3204
 
3209
 	return 0;
3205
 	return 0;

+ 38
- 38
src/World.cpp Целия файл

1
 /* -*- Mode: C++; tab-width: 3; indent-tabs-mode: t; c-basic-offset: 3 -*- */
1
 /* -*- Mode: C++; tab-width: 3; indent-tabs-mode: t; c-basic-offset: 3 -*- */
2
 /*================================================================
2
 /*================================================================
3
- * 
3
+ *
4
  * Project : OpenRaider
4
  * Project : OpenRaider
5
  * Author  : Terry 'Mongoose' Hendrix II
5
  * Author  : Terry 'Mongoose' Hendrix II
6
  * Website : http://www.westga.edu/~stu7440/
6
  * Website : http://www.westga.edu/~stu7440/
10
  * Comments: The game world ( model )
10
  * Comments: The game world ( model )
11
  *
11
  *
12
  *
12
  *
13
- *           This file was generated using Mongoose's C++ 
13
+ *           This file was generated using Mongoose's C++
14
  *           template generator script.  <stu7440@westga.edu>
14
  *           template generator script.  <stu7440@westga.edu>
15
- * 
16
- *-- History ------------------------------------------------- 
15
+ *
16
+ *-- History -------------------------------------------------
17
  *
17
  *
18
  * 2002.12.16:
18
  * 2002.12.16:
19
  * Mongoose - Created
19
  * Mongoose - Created
66
 				return index;
66
 				return index;
67
 		}
67
 		}
68
 	}
68
 	}
69
-	
69
+
70
 	return getRoomByLocation(x, y, z);
70
 	return getRoomByLocation(x, y, z);
71
 }
71
 }
72
 
72
 
80
 	for (mRooms.start(); mRooms.forward(); mRooms.next())
80
 	for (mRooms.start(); mRooms.forward(); mRooms.next())
81
 	{
81
 	{
82
 		room = mRooms.current();
82
 		room = mRooms.current();
83
-	
83
+
84
 		if (!room)
84
 		if (!room)
85
 			continue;
85
 			continue;
86
 
86
 
87
 		if (x > room->bbox_min[0] && x < room->bbox_max[0] &&
87
 		if (x > room->bbox_min[0] && x < room->bbox_max[0] &&
88
 			 z > room->bbox_min[2] && z < room->bbox_max[2])
88
 			 z > room->bbox_min[2] && z < room->bbox_max[2])
89
-		{			
89
+		{
90
 			// This room contains current position
90
 			// This room contains current position
91
 			if (y > room->bbox_min[1] && y < room->bbox_max[1])
91
 			if (y > room->bbox_min[1] && y < room->bbox_max[1])
92
 				return mRooms.getCurrentIndex();
92
 				return mRooms.getCurrentIndex();
93
-			
93
+
94
 			// This room is above or below current position
94
 			// This room is above or below current position
95
 			hop = mRooms.getCurrentIndex();
95
 			hop = mRooms.getCurrentIndex();
96
 		}
96
 		}
104
 }
104
 }
105
 
105
 
106
 
106
 
107
-int World::getAdjoiningRoom(int index, 
107
+int World::getAdjoiningRoom(int index,
108
 									 float x, float y, float z,
108
 									 float x, float y, float z,
109
 									 float x2, float y2, float z2)
109
 									 float x2, float y2, float z2)
110
 {
110
 {
118
 
118
 
119
 	if (room)
119
 	if (room)
120
 	{
120
 	{
121
-		for (room->portals.start(); room->portals.forward(); 
121
+		for (room->portals.start(); room->portals.forward();
122
 			  room->portals.next())
122
 			  room->portals.next())
123
 		{
123
 		{
124
 			portal = room->portals.current();
124
 			portal = room->portals.current();
125
-			
125
+
126
 			if (!portal)
126
 			if (!portal)
127
 				continue;
127
 				continue;
128
-			
128
+
129
 			if (helIntersectionLineAndPolygon(intersect, p1, p2, 4,
129
 			if (helIntersectionLineAndPolygon(intersect, p1, p2, 4,
130
 														 portal->vertices))
130
 														 portal->vertices))
131
 			{
131
 			{
146
 
146
 
147
 
147
 
148
 	r = mRooms[room];
148
 	r = mRooms[room];
149
-	
149
+
150
 	if (!r)
150
 	if (!r)
151
 		return -1;
151
 		return -1;
152
 
152
 
153
-	sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) + 
153
+	sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
154
 				 (((int)z - (int)r->pos[2]) / 1024));
154
 				 (((int)z - (int)r->pos[2]) / 1024));
155
 
155
 
156
 	if (sector > -1)
156
 	if (sector > -1)
169
 
169
 
170
 
170
 
171
 int World::getSector(int room, float x, float z)
171
 int World::getSector(int room, float x, float z)
172
-{	
172
+{
173
 	int sector;
173
 	int sector;
174
 	room_mesh_t *r;
174
 	room_mesh_t *r;
175
 
175
 
181
 		return -1;
181
 		return -1;
182
 	}
182
 	}
183
 
183
 
184
-	sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) + 
184
+	sector = (((((int)x - (int)r->pos[0]) / 1024) * r->numZSectors) +
185
 				 (((int)z - (int)r->pos[2]) / 1024));
185
 				 (((int)z - (int)r->pos[2]) / 1024));
186
 
186
 
187
 	if (sector < 0)
187
 	if (sector < 0)
247
 		return false;
247
 		return false;
248
 	}
248
 	}
249
 
249
 
250
-	// Mongoose 2002.08.14, It's 0302 - give me a fucking break -- 
250
+	// Mongoose 2002.08.14, It's 0302 - give me a fucking break --
251
 	//   this works albeit poorly  =)
251
 	//   this works albeit poorly  =)
252
 	for (i = 0; (int)i < room->num_boxes; ++i)
252
 	for (i = 0; (int)i < room->num_boxes; ++i)
253
 	{
253
 	{
467
 	{
467
 	{
468
 #define ADJ_ROOM_CHECK
468
 #define ADJ_ROOM_CHECK
469
 #ifdef ADJ_ROOM_CHECK
469
 #ifdef ADJ_ROOM_CHECK
470
-		room = getAdjoiningRoom(e->room,  
470
+		room = getAdjoiningRoom(e->room,
471
 										e->pos[0],  e->pos[1], e->pos[2],
471
 										e->pos[0],  e->pos[1], e->pos[2],
472
 										x, y, z);
472
 										x, y, z);
473
 #else
473
 #else
491
 	roomFlags = getRoomInfo(room);
491
 	roomFlags = getRoomInfo(room);
492
 	sector = getSector(room, x, z, &floor, &ceiling);
492
 	sector = getSector(room, x, z, &floor, &ceiling);
493
 	wall = isWall(room, sector);
493
 	wall = isWall(room, sector);
494
-	
494
+
495
 	// If you're underwater you may want to swim  =)
495
 	// If you're underwater you may want to swim  =)
496
 	// ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
496
 	// ...if you're worldMoveType_walkNoSwim, you better hope it's shallow
497
 	if (roomFlags & roomFlag_underWater && e->moveType == worldMoveType_walk)
497
 	if (roomFlags & roomFlag_underWater && e->moveType == worldMoveType_walk)
503
 	if (!(roomFlags & roomFlag_underWater) && e->moveType == worldMoveType_swim)
503
 	if (!(roomFlags & roomFlag_underWater) && e->moveType == worldMoveType_swim)
504
 	{
504
 	{
505
 		e->moveType = worldMoveType_walk;
505
 		e->moveType = worldMoveType_walk;
506
-	}	
506
+	}
507
 
507
 
508
-	// Mongoose 2002.09.02, Add check for room -> room transition 
508
+	// Mongoose 2002.09.02, Add check for room -> room transition
509
 	//   ( Only allow by movement between rooms by using portals )
509
 	//   ( Only allow by movement between rooms by using portals )
510
-	if ((e->moveType == worldMoveType_noClipping ||
511
-		  e->moveType == worldMoveType_fly ||
512
-		  e->moveType == worldMoveType_swim) ||
513
-		 room > -1 && !wall)
510
+	if (((e->moveType == worldMoveType_noClipping) ||
511
+		  (e->moveType == worldMoveType_fly) ||
512
+		  (e->moveType == worldMoveType_swim)) ||
513
+		 ((room > -1) && (!wall)))
514
 	{
514
 	{
515
 		e->room = room;
515
 		e->room = room;
516
 
516
 
576
 			// This is to force false gravity, by making camera stay on ground
576
 			// This is to force false gravity, by making camera stay on ground
577
 			e->pos[1] = h; //roomFloor->bbox_min[1];
577
 			e->pos[1] = h; //roomFloor->bbox_min[1];
578
 
578
 
579
-			// Check for camera below terrian and correct 
579
+			// Check for camera below terrian and correct
580
 			if (e->pos[1] < h - camHeight)
580
 			if (e->pos[1] < h - camHeight)
581
 			{
581
 			{
582
 				e->pos[1] = h - camHeight;
582
 				e->pos[1] = h - camHeight;
637
 	for (mRooms.start(); mRooms.forward(); mRooms.next())
637
 	for (mRooms.start(); mRooms.forward(); mRooms.next())
638
 	{
638
 	{
639
 		room = mRooms.current();
639
 		room = mRooms.current();
640
-	
640
+
641
 		if (room)
641
 		if (room)
642
 		{
642
 		{
643
 			room->portals.erase();
643
 			room->portals.erase();
657
 		if (!mesh)
657
 		if (!mesh)
658
 			continue;
658
 			continue;
659
 
659
 
660
-		for (mesh->texturedTriangles.start(); 
660
+		for (mesh->texturedTriangles.start();
661
 			  mesh->texturedTriangles.forward();
661
 			  mesh->texturedTriangles.forward();
662
 			  mesh->texturedTriangles.next())
662
 			  mesh->texturedTriangles.next())
663
 		{
663
 		{
672
 				delete mesh->coloredTriangles.current();
672
 				delete mesh->coloredTriangles.current();
673
 		}
673
 		}
674
 
674
 
675
-		for (mesh->texturedRectangles.start(); 
675
+		for (mesh->texturedRectangles.start();
676
 			  mesh->texturedRectangles.forward();
676
 			  mesh->texturedRectangles.forward();
677
 			  mesh->texturedRectangles.next())
677
 			  mesh->texturedRectangles.next())
678
 		{
678
 		{
704
 	for (mSprites.start(); mSprites.forward(); mSprites.next())
704
 	for (mSprites.start(); mSprites.forward(); mSprites.next())
705
 	{
705
 	{
706
 		sprite = mSprites.current();
706
 		sprite = mSprites.current();
707
-	
707
+
708
 		if (!sprite)
708
 		if (!sprite)
709
 			continue;
709
 			continue;
710
 
710
 
719
 	for (mModels.start(); mModels.forward(); mModels.next())
719
 	for (mModels.start(); mModels.forward(); mModels.next())
720
 	{
720
 	{
721
 		model = mModels.current();
721
 		model = mModels.current();
722
-	
722
+
723
 		if (!model)
723
 		if (!model)
724
 			continue;
724
 			continue;
725
 
725
 
726
 		// No smart pointers, so skip if deleted once  =)
726
 		// No smart pointers, so skip if deleted once  =)
727
-		if (!cache.SearchKey(model) == UINT_MAX)
727
+		if (!cache.SearchKey(model))
728
 		{
728
 		{
729
 			cache.Add(model);
729
 			cache.Add(model);
730
 		}
730
 		}
733
 			continue;
733
 			continue;
734
 		}
734
 		}
735
 
735
 
736
-		for (model->animation.start(); model->animation.forward(); 
736
+		for (model->animation.start(); model->animation.forward();
737
 			  model->animation.next())
737
 			  model->animation.next())
738
 		{
738
 		{
739
 			animation  = model->animation.current();
739
 			animation  = model->animation.current();
741
 			if (!animation)
741
 			if (!animation)
742
 				continue;
742
 				continue;
743
 
743
 
744
-			for (animation->frame.start(); animation->frame.forward(); 
744
+			for (animation->frame.start(); animation->frame.forward();
745
 				  animation->frame.next())
745
 				  animation->frame.next())
746
 			{
746
 			{
747
 				boneframe = animation->frame.current();
747
 				boneframe = animation->frame.current();
749
 				if (!boneframe)
749
 				if (!boneframe)
750
 					continue;
750
 					continue;
751
 
751
 
752
-				for (boneframe->tag.start(); boneframe->tag.forward(); 
752
+				for (boneframe->tag.start(); boneframe->tag.forward();
753
 					  boneframe->tag.next())
753
 					  boneframe->tag.next())
754
 				{
754
 				{
755
 					tag = boneframe->tag.current();
755
 					tag = boneframe->tag.current();
756
-					
756
+
757
 					if (!tag)
757
 					if (!tag)
758
 						continue;
758
 						continue;
759
 
759
 
760
 					delete tag;
760
 					delete tag;
761
-				}		
761
+				}
762
 
762
 
763
 				delete boneframe;
763
 				delete boneframe;
764
 			}
764
 			}
765
-			
765
+
766
 			delete animation;
766
 			delete animation;
767
 		}
767
 		}
768
 
768
 

Loading…
Отказ
Запис