Commit 4c35fd37 authored by cpusci's avatar cpusci

Simple pass over the codebase to standardize the platform types.

parent c75d6feb
......@@ -63,7 +63,7 @@ AIClient::AIClient() {
mMoveTolerance = 0.25f;
// Clear the triggers
for( int i = 0; i < MaxTriggerKeys; i++ )
for( S32 i = 0; i < MaxTriggerKeys; i++ )
mTriggers[i] = false;
mAimToDestination = true;
......@@ -369,7 +369,7 @@ U32 AIClient::getMoveList( Move **movePtr,U32 *numMoves ) {
}
// Copy over the trigger status
for( int i = 0; i < MaxTriggerKeys; i++ ) {
for( S32 i = 0; i < MaxTriggerKeys; i++ ) {
mMove.trigger[i] = mTriggers[i];
mTriggers[i] = false;
}
......
......@@ -443,7 +443,7 @@ bool AIPlayer::getAIMove(Move *movePtr)
// Replicate the trigger state into the move so that
// triggers can be controlled from scripts.
for( int i = 0; i < MaxTriggerKeys; i++ )
for( S32 i = 0; i < MaxTriggerKeys; i++ )
movePtr->trigger[i] = getImageTriggerState(i);
mLastLocation = location;
......
......@@ -193,7 +193,7 @@ void CameraSpline::renderTimeMap()
vb.lock();
MRandomLCG random(1376312589 * (U32)this);
int index = 0;
S32 index = 0;
for(Vector<TimeMap>::iterator itr=mTimeMap.begin(); itr != mTimeMap.end(); itr++)
{
Knot a;
......
......@@ -122,7 +122,7 @@ bool DebrisData::onAdd()
if(!Parent::onAdd())
return false;
for( int i=0; i<DDC_NUM_EMITTERS; i++ )
for( S32 i=0; i<DDC_NUM_EMITTERS; i++ )
{
if( !emitterList[i] && emitterIDList[i] != 0 )
{
......@@ -303,7 +303,7 @@ void DebrisData::packData(BitStream* stream)
stream->writeString( textureName );
stream->writeString( shapeName );
for( int i=0; i<DDC_NUM_EMITTERS; i++ )
for( S32 i=0; i<DDC_NUM_EMITTERS; i++ )
{
if( stream->writeFlag( emitterList[i] != NULL ) )
{
......@@ -346,7 +346,7 @@ void DebrisData::unpackData(BitStream* stream)
textureName = stream->readSTString();
shapeName = stream->readSTString();
for( int i=0; i<DDC_NUM_EMITTERS; i++ )
for( S32 i=0; i<DDC_NUM_EMITTERS; i++ )
{
if( stream->readFlag() )
{
......@@ -512,7 +512,7 @@ bool Debris::onAdd()
}
// create emitters
for( int i=0; i<DebrisData::DDC_NUM_EMITTERS; i++ )
for( S32 i=0; i<DebrisData::DDC_NUM_EMITTERS; i++ )
{
if( mDataBlock->emitterList[i] != NULL )
{
......@@ -631,7 +631,7 @@ bool Debris::onAdd()
void Debris::onRemove()
{
for( int i=0; i<DebrisData::DDC_NUM_EMITTERS; i++ )
for( S32 i=0; i<DebrisData::DDC_NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
......@@ -848,7 +848,7 @@ void Debris::updateEmitters( Point3F &pos, Point3F &vel, U32 ms )
Point3F lastPos = mLastPos;
for( int i=0; i<DebrisData::DDC_NUM_EMITTERS; i++ )
for( S32 i=0; i<DebrisData::DDC_NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
......
......@@ -117,7 +117,7 @@ ConsoleDocClass( DecalManager,
namespace {
int QSORT_CALLBACK cmpDecalInstance(const void* p1, const void* p2)
S32 QSORT_CALLBACK cmpDecalInstance(const void* p1, const void* p2)
{
const DecalInstance** pd1 = (const DecalInstance**)p1;
const DecalInstance** pd2 = (const DecalInstance**)p2;
......@@ -125,7 +125,7 @@ int QSORT_CALLBACK cmpDecalInstance(const void* p1, const void* p2)
return int(((char *)(*pd1)->mDataBlock) - ((char *)(*pd2)->mDataBlock));
}
int QSORT_CALLBACK cmpPointsXY( const void *p1, const void *p2 )
S32 QSORT_CALLBACK cmpPointsXY( const void *p1, const void *p2 )
{
const Point3F *pnt1 = (const Point3F*)p1;
const Point3F *pnt2 = (const Point3F*)p2;
......@@ -142,7 +142,7 @@ int QSORT_CALLBACK cmpPointsXY( const void *p1, const void *p2 )
return 0;
}
int QSORT_CALLBACK cmpQuadPointTheta( const void *p1, const void *p2 )
S32 QSORT_CALLBACK cmpQuadPointTheta( const void *p1, const void *p2 )
{
const Point4F *pnt1 = (const Point4F*)p1;
const Point4F *pnt2 = (const Point4F*)p2;
......@@ -157,7 +157,7 @@ int QSORT_CALLBACK cmpQuadPointTheta( const void *p1, const void *p2 )
static Point3F gSortPoint;
int QSORT_CALLBACK cmpDecalDistance( const void *p1, const void *p2 )
S32 QSORT_CALLBACK cmpDecalDistance( const void *p1, const void *p2 )
{
const DecalInstance** pd1 = (const DecalInstance**)p1;
const DecalInstance** pd2 = (const DecalInstance**)p2;
......@@ -168,7 +168,7 @@ int QSORT_CALLBACK cmpDecalDistance( const void *p1, const void *p2 )
return mSign( dist1 - dist2 );
}
int QSORT_CALLBACK cmpDecalRenderOrder( const void *p1, const void *p2 )
S32 QSORT_CALLBACK cmpDecalRenderOrder( const void *p1, const void *p2 )
{
const DecalInstance** pd1 = (const DecalInstance**)p1;
const DecalInstance** pd2 = (const DecalInstance**)p2;
......@@ -179,14 +179,14 @@ int QSORT_CALLBACK cmpDecalRenderOrder( const void *p1, const void *p2 )
return 1;
else
{
int priority = (*pd1)->getRenderPriority() - (*pd2)->getRenderPriority();
S32 priority = (*pd1)->getRenderPriority() - (*pd2)->getRenderPriority();
if ( priority != 0 )
return priority;
if ( (*pd2)->mFlags & SaveDecal )
{
int id = ( (*pd1)->mDataBlock->getMaterial()->getId() - (*pd2)->mDataBlock->getMaterial()->getId() );
S32 id = ( (*pd1)->mDataBlock->getMaterial()->getId() - (*pd2)->mDataBlock->getMaterial()->getId() );
if ( id != 0 )
return id;
......
......@@ -929,7 +929,7 @@ bool Explosion::onAdd()
void Explosion::onRemove()
{
for( int i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
......@@ -1114,7 +1114,7 @@ void Explosion::updateEmitters( F32 dt )
{
Point3F pos = getPosition();
for( int i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
{
if( mEmitterList[i] )
{
......@@ -1134,7 +1134,7 @@ void Explosion::launchDebris( Point3F &axis )
return;
bool hasDebris = false;
for( int j=0; j<ExplosionData::EC_NUM_DEBRIS_TYPES; j++ )
for( S32 j=0; j<ExplosionData::EC_NUM_DEBRIS_TYPES; j++ )
{
if( mDataBlock->debrisList[j] )
{
......@@ -1160,7 +1160,7 @@ void Explosion::launchDebris( Point3F &axis )
U32 numDebris = mDataBlock->debrisNum + sgRandom.randI( -mDataBlock->debrisNumVariance, mDataBlock->debrisNumVariance );
for( int i=0; i<numDebris; i++ )
for( S32 i=0; i<numDebris; i++ )
{
Point3F launchDir = MathUtils::randomDir( axis, mDataBlock->debrisThetaMin, mDataBlock->debrisThetaMax,
......@@ -1249,7 +1249,7 @@ bool Explosion::explode()
Point3F::Zero, U32(mDataBlock->particleDensity * mFade));
}
for( int i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
for( S32 i=0; i<ExplosionData::EC_NUM_EMITTERS; i++ )
{
if( mDataBlock->emitterList[i] != NULL )
{
......
......@@ -1139,7 +1139,7 @@ void LightningBolt::generateMinorNodes()
{
mMinorNodes.clear();
for( int i=0; i<mMajorNodes.numNodes - 1; i++ )
for( S32 i=0; i<mMajorNodes.numNodes - 1; i++ )
{
NodeManager segment;
segment.startPoint = mMajorNodes.nodeList[i].point;
......
......@@ -622,7 +622,7 @@ bool ParticleData::reload(char errorBuffer[256])
}
/*
numFrames = 0;
for( int i=0; i<PDC_MAX_TEX; i++ )
for( S32 i=0; i<PDC_MAX_TEX; i++ )
{
if( textureNameList[i] && textureNameList[i][0] )
{
......
......@@ -925,7 +925,7 @@ void ParticleEmitter::prepRenderImage(SceneRenderState* state)
//-----------------------------------------------------------------------------
void ParticleEmitter::setSizes( F32 *sizeList )
{
for( int i=0; i<ParticleData::PDC_NUM_KEYS; i++ )
for( S32 i=0; i<ParticleData::PDC_NUM_KEYS; i++ )
{
sizes[i] = sizeList[i];
}
......@@ -936,7 +936,7 @@ void ParticleEmitter::setSizes( F32 *sizeList )
//-----------------------------------------------------------------------------
void ParticleEmitter::setColors( ColorF *colorList )
{
for( int i=0; i<ParticleData::PDC_NUM_KEYS; i++ )
for( S32 i=0; i<ParticleData::PDC_NUM_KEYS; i++ )
{
colors[i] = colorList[i];
}
......@@ -1451,7 +1451,7 @@ struct SortParticle
};
// qsort callback function for particle sorting
int QSORT_CALLBACK cmpSortParticles(const void* p1, const void* p2)
S32 QSORT_CALLBACK cmpSortParticles(const void* p1, const void* p2)
{
const SortParticle* sp1 = (const SortParticle*)p1;
const SortParticle* sp2 = (const SortParticle*)p2;
......
......@@ -92,7 +92,7 @@ void StdMoveList::clientWriteMovePacket(BitStream *bstream)
bstream->writeInt(start,32);
bstream->writeInt(count,MoveCountBits);
Move * prevMove = NULL;
for (int i = 0; i < count; i++)
for (S32 i = 0; i < count; i++)
{
move[offset + i].sendCount++;
move[offset + i].pack(bstream,prevMove);
......@@ -112,7 +112,7 @@ void StdMoveList::serverReadMovePacket(BitStream *bstream)
// Skip forward (must be starting up), or over the moves
// we already have.
int skip = mLastMoveAck - start;
S32 skip = mLastMoveAck - start;
if (skip < 0)
{
mLastMoveAck = start;
......@@ -121,7 +121,7 @@ void StdMoveList::serverReadMovePacket(BitStream *bstream)
{
if (skip > count)
skip = count;
for (int i = 0; i < skip; i++)
for (S32 i = 0; i < skip; i++)
{
prevMoveHolder.unpack(bstream,prevMove);
prevMoveHolder.checksum = bstream->readInt(Move::ChecksumBits);
......@@ -141,7 +141,7 @@ void StdMoveList::serverReadMovePacket(BitStream *bstream)
}
// Put the rest on the move list.
int index = mMoveVec.size();
S32 index = mMoveVec.size();
mMoveVec.increment(count);
while (index < mMoveVec.size())
{
......
......@@ -893,7 +893,7 @@ void Item::updatePos(const U32 /*mask*/, const F32 dt)
// Pick the most resistant surface
F32 bd = 0;
const Collision* collision = 0;
for (int c = 0; c < collisionList.getCount(); c++) {
for (S32 c = 0; c < collisionList.getCount(); c++) {
const Collision &cp = collisionList[c];
F32 dot = -mDot(mVelocity,cp.normal);
if (dot > bd) {
......@@ -1204,7 +1204,7 @@ DefineEngineMethod( Item, isRotating, bool, (),,
return object->isRotating();
}
DefineEngineMethod( Item, setCollisionTimeout, bool, (int ignoreColObj),(NULL),
DefineEngineMethod( Item, setCollisionTimeout, bool, (S32 ignoreColObj),(NULL),
"@brief Temporarily disable collisions against a specific ShapeBase object.\n\n"
"This is useful to prevent a player from immediately picking up an Item they have "
......
......@@ -429,7 +429,7 @@ U32 PathCamera::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
if (stream->writeFlag(mask & WindowMask)) {
stream->write(mNodeBase);
stream->write(mNodeCount);
for (int i = 0; i < mNodeCount; i++) {
for (S32 i = 0; i < mNodeCount; i++) {
CameraSpline::Knot *knot = mSpline.getKnot(i);
mathWrite(*stream, knot->mPosition);
mathWrite(*stream, knot->mRotation);
......@@ -477,7 +477,7 @@ void PathCamera::unpackUpdate(NetConnection *con, BitStream *stream)
mSpline.removeAll();
stream->read(&mNodeBase);
stream->read(&mNodeCount);
for (int i = 0; i < mNodeCount; i++)
for (S32 i = 0; i < mNodeCount; i++)
{
CameraSpline::Knot *knot = new CameraSpline::Knot();
mathRead(*stream, &knot->mPosition);
......
......@@ -83,7 +83,7 @@ private:
S32 mNodeBase;
S32 mNodeCount;
F32 mPosition;
int mState;
S32 mState;
F32 mTarget;
bool mTargetSet;
......
......@@ -475,7 +475,7 @@ bool PlayerData::preload(bool server, String &errorStr)
// Extract ground transform velocity from animations
// Get the named ones first so they can be indexed directly.
ActionAnimation *dp = &actionList[0];
for (int i = 0; i < NumTableActionAnims; i++,dp++)
for (S32 i = 0; i < NumTableActionAnims; i++,dp++)
{
ActionAnimationDef *sp = &ActionAnimationList[i];
dp->name = sp->name;
......@@ -500,7 +500,7 @@ bool PlayerData::preload(bool server, String &errorStr)
if (dStricmp(sp->name, "jet") != 0)
AssertWarn(dp->sequence != -1, avar("PlayerData::preload - Unable to find named animation sequence '%s'!", sp->name));
}
for (int b = 0; b < mShape->sequences.size(); b++)
for (S32 b = 0; b < mShape->sequences.size(); b++)
{
if (!isTableSequence(b))
{
......@@ -517,7 +517,7 @@ bool PlayerData::preload(bool server, String &errorStr)
// Resolve lookAction index
dp = &actionList[0];
String lookName("look");
for (int c = 0; c < actionCount; c++,dp++)
for (S32 c = 0; c < actionCount; c++,dp++)
if( dStricmp( dp->name, lookName ) == 0 )
lookAction = c;
......@@ -565,7 +565,7 @@ bool PlayerData::preload(bool server, String &errorStr)
if (!Sim::findObject(dustID, dustEmitter))
Con::errorf(ConsoleLogEntry::General, "PlayerData::preload - Invalid packet, bad datablockId(dustEmitter): 0x%x", dustID);
for (int i=0; i<NUM_SPLASH_EMITTERS; i++)
for (S32 i=0; i<NUM_SPLASH_EMITTERS; i++)
if( !splashEmitterList[i] && splashEmitterIDList[i] != 0 )
if( Sim::findObject( splashEmitterIDList[i], splashEmitterList[i] ) == false)
Con::errorf(ConsoleLogEntry::General, "PlayerData::onAdd - Invalid packet, bad datablockId(particle emitter): 0x%x", splashEmitterIDList[i]);
......@@ -655,7 +655,7 @@ bool PlayerData::isTableSequence(S32 seq)
{
// The sequences from the table must already have
// been loaded for this to work.
for (int i = 0; i < NumTableActionAnims; i++)
for (S32 i = 0; i < NumTableActionAnims; i++)
if (actionList[i].sequence == seq)
return true;
return false;
......@@ -1952,7 +1952,7 @@ void Player::reSkin()
Vector<String> skins;
String(mSkinNameHandle.getString()).split( ";", skins );
for ( int i = 0; i < skins.size(); i++ )
for ( S32 i = 0; i < skins.size(); i++ )
{
String oldSkin( mAppliedSkinName.c_str() );
String newSkin( skins[i] );
......@@ -1969,7 +1969,7 @@ void Player::reSkin()
// Apply skin to both 3rd person and 1st person shape instances
mShapeInstance->reSkin( newSkin, oldSkin );
for ( int j = 0; j < ShapeBase::MaxMountedImages; j++ )
for ( S32 j = 0; j < ShapeBase::MaxMountedImages; j++ )
{
if (mShapeFPInstance[j])
mShapeFPInstance[j]->reSkin( newSkin, oldSkin );
......@@ -5820,7 +5820,7 @@ bool Player::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
F32 const *si = &start.x;
F32 const *ei = &end.x;
for (int i = 0; i < 3; i++) {
for (S32 i = 0; i < 3; i++) {
if (*si < *ei) {
if (*si > *bmax || *ei < *bmin)
return false;
......
......@@ -451,7 +451,7 @@ void ProximityMine::processTick( const Move* move )
SimpleQueryList sql;
getContainer()->findObjects( triggerBox, sTriggerCollisionMask,
SimpleQueryList::insertionCallback, &sql );
for ( int i = 0; i < sql.mList.size(); i++ )
for ( S32 i = 0; i < sql.mList.size(); i++ )
{
// Detect movement in the trigger area
if ( ( sql.mList[i] == mOwner && !mDataBlock->triggerOnOwner ) ||
......
......@@ -265,8 +265,8 @@ void Rigid::translateCenterOfMass(const Point3F &oldPos,const Point3F &newPos)
MatrixF oldx,newx;
oldx.setCrossProduct(oldPos);
newx.setCrossProduct(newPos);
for (int row = 0; row < 3; row++)
for (int col = 0; col < 3; col++) {
for (S32 row = 0; row < 3; row++)
for (S32 col = 0; col < 3; col++) {
F32 n = newx(row,col), o = oldx(row,col);
objectInertia(row,col) += mass * ((o * o) - (n * n));
}
......
......@@ -196,7 +196,7 @@ namespace {
// Physics and collision constants
static F32 sRestTol = 0.5; // % of gravity energy to be at rest
static int sRestCount = 10; // Consecutive ticks before comming to rest
static S32 sRestCount = 10; // Consecutive ticks before comming to rest
const U32 sCollisionMoveMask = ( TerrainObjectType | PlayerObjectType |
StaticShapeObjectType | VehicleObjectType |
......@@ -1651,7 +1651,7 @@ void RigidShape::_renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState
GFX->getDrawUtil()->drawCube( desc, Point3F(0.1f,0.1f,0.1f), mDataBlock->massCenter, ColorI(255, 255, 255), &mRenderObjToWorld );
// Collision points...
for (int i = 0; i < mCollisionList.getCount(); i++)
for (S32 i = 0; i < mCollisionList.getCount(); i++)
{
const Collision& collision = mCollisionList[i];
GFX->getDrawUtil()->drawCube( desc, Point3F(0.05f,0.05f,0.05f), collision.point, ColorI(0, 0, 255) );
......@@ -1659,7 +1659,7 @@ void RigidShape::_renderMassAndContacts( ObjectRenderInst *ri, SceneRenderState
// Render the normals as one big batch...
PrimBuild::begin(GFXLineList, mCollisionList.getCount() * 2);
for (int i = 0; i < mCollisionList.getCount(); i++)
for (S32 i = 0; i < mCollisionList.getCount(); i++)
{
const Collision& collision = mCollisionList[i];
......
......@@ -195,7 +195,7 @@ class RigidShape: public ShapeBase
CollisionList mContacts;
Rigid mRigid;
ShapeBaseConvex mConvex;
int restCount;
S32 restCount;
SimObjectPtr<ParticleEmitter> mDustEmitterList[RigidShapeData::VC_NUM_DUST_EMITTERS];
SimObjectPtr<ParticleEmitter> mSplashEmitterList[RigidShapeData::VC_NUM_SPLASH_EMITTERS];
......
......@@ -1282,7 +1282,7 @@ void ShapeBase::processTick(const Move* move)
{
mMoveMotion = true;
}
for (int i = 0; i < MaxMountedImages; i++)
for (S32 i = 0; i < MaxMountedImages; i++)
{
setImageMotionState(i, mMoveMotion);
}
......@@ -1305,7 +1305,7 @@ void ShapeBase::processTick(const Move* move)
// Advance images
if (isServerObject())
{
for (int i = 0; i < MaxMountedImages; i++)
for (S32 i = 0; i < MaxMountedImages; i++)
{
if (mMountedImageList[i].dataBlock)
updateImageState(i, TickSec);
......@@ -1347,7 +1347,7 @@ void ShapeBase::advanceTime(F32 dt)
// advanced at framerate.
advanceThreads(dt);
updateAudioPos();
for (int i = 0; i < MaxMountedImages; i++)
for (S32 i = 0; i < MaxMountedImages; i++)
if (mMountedImageList[i].dataBlock)
{
updateImageState(i, dt);
......@@ -2240,7 +2240,7 @@ void ShapeBase::stopAudio(U32 slot)
void ShapeBase::updateServerAudio()
{
// Timeout non-looping sounds
for (int i = 0; i < MaxSoundThreads; i++) {
for (S32 i = 0; i < MaxSoundThreads; i++) {
Sound& st = mSoundThread[i];
if (st.play && st.timeout && st.timeout < Sim::getCurrentTime()) {
clearMaskBits(SoundMaskN << i);
......@@ -2280,7 +2280,7 @@ void ShapeBase::updateAudioState(Sound& st)
void ShapeBase::updateAudioPos()
{
for (int i = 0; i < MaxSoundThreads; i++)
for (S32 i = 0; i < MaxSoundThreads; i++)
{
SFXSource* source = mSoundThread[i].sound;
if ( source )
......@@ -3113,7 +3113,7 @@ U32 ShapeBase::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
}
if (stream->writeFlag(mask & ThreadMask)) {
for (int i = 0; i < MaxScriptThreads; i++) {
for (S32 i = 0; i < MaxScriptThreads; i++) {
Thread& st = mScriptThread[i];
if (stream->writeFlag( (st.sequence != -1 || st.state == Thread::Destroy) && (mask & (ThreadMaskN << i)) ) ) {
stream->writeInt(st.sequence,ThreadSequenceBits);
......@@ -3126,7 +3126,7 @@ U32 ShapeBase::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
}
if (stream->writeFlag(mask & SoundMask)) {
for (int i = 0; i < MaxSoundThreads; i++) {
for (S32 i = 0; i < MaxSoundThreads; i++) {
Sound& st = mSoundThread[i];
if (stream->writeFlag(mask & (SoundMaskN << i)))
if (stream->writeFlag(st.play))
......@@ -3136,7 +3136,7 @@ U32 ShapeBase::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
}
if (stream->writeFlag(mask & ImageMask)) {
for (int i = 0; i < MaxMountedImages; i++)
for (S32 i = 0; i < MaxMountedImages; i++)
if (stream->writeFlag(mask & (ImageMaskN << i))) {
MountedImage& image = mMountedImageList[i];
if (stream->writeFlag(image.dataBlock))
......@@ -3271,7 +3271,7 @@ void ShapeBase::unpackUpdate(NetConnection *con, BitStream *stream)
// Mounted Images
if (stream->readFlag()) {
for (int i = 0; i < MaxMountedImages; i++) {
for (S32 i = 0; i < MaxMountedImages; i++) {
if (stream->readFlag()) {
MountedImage& image = mMountedImageList[i];
ShapeBaseImageData* imageData = 0;
......@@ -3308,9 +3308,9 @@ void ShapeBase::unpackUpdate(NetConnection *con, BitStream *stream)
image.genericTrigger[i] = stream->readFlag();
}
int count = stream->readInt(3);
int altCount = stream->readInt(3);
int reloadCount = stream->readInt(3);
S32 count = stream->readInt(3);
S32 altCount = stream->readInt(3);
S32 reloadCount = stream->readInt(3);
bool datablockChange = image.dataBlock != imageData;
if (datablockChange || (image.skinNameHandle != skinDesiredNameHandle))
......@@ -3742,7 +3742,7 @@ void ShapeBase::reSkin()
Vector<String> skins;
String(mSkinNameHandle.getString()).split( ";", skins );
for (int i = 0; i < skins.size(); i++)
for (S32 i = 0; i < skins.size(); i++)
{
String oldSkin( mAppliedSkinName.c_str() );
String newSkin( skins[i] );
......
......@@ -203,7 +203,7 @@ ShapeBaseImageData::ShapeBaseImageData()
scriptAnimTransitionTime = 0.25f;
//
for (int i = 0; i < MaxStates; i++) {
for (S32 i = 0; i < MaxStates; i++) {
stateName[i] = 0;
stateTransitionLoaded[i] = 0;
......
......@@ -188,7 +188,7 @@ bool Trigger::castRay(const Point3F &start, const Point3F &end, RayInfo* info)
F32 const *si = &start.x;
F32 const *ei = &end.x;
for (int i = 0; i < 3; i++)
for (S32 i = 0; i < 3; i++)
{
if (*si < *ei)
{
......
......@@ -440,7 +440,7 @@ void TSStatic::reSkin()
Vector<String> skins;
String(mSkinNameHandle.getString()).split( ";", skins );
for (int i = 0; i < skins.size(); i++)
for (S32 i = 0; i < skins.size(); i++)
{
String oldSkin( mAppliedSkinName.c_str() );
String newSkin( skins[i] );
......
......@@ -99,7 +99,7 @@ AITurretShapeData::AITurretShapeData()
weaponLeadVelocity = 0;
for (int i = 0; i < MaxStates; i++) {
for (S32 i = 0; i < MaxStates; i++) {
stateName[i] = 0;
stateTransitionAtRest[i] = 0;
stateTransitionNotAtRest[i] = 0;
......
......@@ -69,7 +69,7 @@ const F32 sVehicleGravity = -20;
// Physics and collision constants
static F32 sRestTol = 0.5; // % of gravity energy to be at rest
static int sRestCount = 10; // Consecutive ticks before comming to rest
static S32 sRestCount = 10; // Consecutive ticks before comming to rest
} // namespace {}
......@@ -341,14 +341,14 @@ void VehicleData::packData(BitStream* stream)
}
}
for (int j = 0; j < VC_NUM_DAMAGE_EMITTER_AREAS; j++)
for (S32 j = 0; j < VC_NUM_DAMAGE_EMITTER_AREAS; j++)
{
stream->write( damageEmitterOffset[j].x );
stream->write( damageEmitterOffset[j].y );
stream->write( damageEmitterOffset[j].z );
}
for (int k = 0; k < VC_NUM_DAMAGE_LEVELS; k++)
for (S32 k = 0; k < VC_NUM_DAMAGE_LEVELS; k++)
{
stream->write( damageLevelTolerance[k] );
}
......@@ -440,14 +440,14 @@ void VehicleData::unpackData(BitStream* stream)
}
}