remove VC6 scoping hacks

This commit is contained in:
Chris Danford
2004-09-21 07:53:39 +00:00
parent f97eaed01d
commit 03fbb915f3
55 changed files with 162 additions and 266 deletions
+6 -9
View File
@@ -662,15 +662,14 @@ void BGAnimationLayer::Update( float fDeltaTime )
const float fSongBeat = GAMESTATE->m_fSongBeat;
unsigned i;
for( i=0; i<m_SubActors.size(); i++ )
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Update( fDeltaTime );
switch( m_Type )
{
case TYPE_SPRITE:
for( i=0; i<m_SubActors.size(); i++ )
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
if( m_fTexCoordVelocityX || m_fTexCoordVelocityY )
{
@@ -714,7 +713,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
break;
*/
case TYPE_PARTICLES:
for( i=0; i<m_SubActors.size(); i++ )
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
Actor* pActor = m_SubActors[i];
RageVector3 &vel = m_vParticleVelocity[i];
@@ -809,7 +808,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
}
break;
case EFFECT_TILE_PULSE:
for( i=0; i<m_SubActors.size(); i++ )
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetZoom( sinf( fSongBeat*PI/2 ) );
break;
@@ -1023,9 +1022,7 @@ void BGAnimationLayer::LoseFocus()
void BGAnimationLayer::PlayCommand( const CString &sCommandName )
{
unsigned i;
for( i=0; i<m_SubActors.size(); i++ )
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Command( ssprintf("playcommand,%s", sCommandName.c_str()) );
CString sKey = sCommandName;
@@ -1035,7 +1032,7 @@ void BGAnimationLayer::PlayCommand( const CString &sCommandName )
if( it == m_asCommands.end() )
return;
for( i=0; i<m_SubActors.size(); i++ )
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Command( it->second );
}