fix VC7 compile errors
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+11
-11
@@ -128,7 +128,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
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strcpy( mesh.szName, szName );
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// mesh.nFlags = nFlags;
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mesh.nMaterialIndex = nIndex;
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mesh.nMaterialIndex = (byte)nIndex;
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//
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// vertices
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@@ -173,7 +173,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
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// vertex.nFlags = nFlags;
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memcpy( vertex.Vertex, Vertex, sizeof(vertex.Vertex) );
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memcpy( vertex.uv, uv, sizeof(vertex.uv) );
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vertex.nBoneIndex = nIndex;
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vertex.nBoneIndex = (byte)nIndex;
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AddPointToBounds (Vertex, m_vMins, m_vMaxs);
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}
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@@ -547,7 +547,7 @@ bool Model::LoadMilkshapeAscii( CString sPath )
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// Setup temp vertices
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m_vTempVerticesByBone.resize( m_pModel->Meshes.size() );
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for (i = 0; i < m_pModel->Meshes.size(); i++)
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for (i = 0; i < (int)m_pModel->Meshes.size(); i++)
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{
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msMesh& Mesh = m_pModel->Meshes[i];
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m_vTempVerticesByBone[i].resize( Mesh.Vertices.size() );
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@@ -703,13 +703,13 @@ bool Model::LoadMilkshapeAsciiBones( CString sPath )
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// ignore "Frames:" in file
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m_pModel->nTotalFrames = 0;
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for (int i = 0; i < m_pModel->Bones.size(); i++)
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for (int i = 0; i < (int)m_pModel->Bones.size(); i++)
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{
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msBone& Bone = m_pModel->Bones[i];
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for( int j=0; j<Bone.PositionKeys.size(); j++ )
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for( int j=0; j<(int)Bone.PositionKeys.size(); j++ )
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{
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m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, Bone.PositionKeys[j].fTime );
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m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, Bone.RotationKeys[j].fTime );
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m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, (int)Bone.PositionKeys[j].fTime+1 );
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m_pModel->nTotalFrames = max( m_pModel->nTotalFrames, (int)Bone.RotationKeys[j].fTime+1 );
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}
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}
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@@ -850,7 +850,7 @@ Model::SetupBones ()
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}
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}
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for (i = 0; i < m_pModel->Meshes.size(); i++)
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for (i = 0; i < (int)m_pModel->Meshes.size(); i++)
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{
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msMesh *pMesh = &m_pModel->Meshes[i];
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for (j = 0; j < (int)pMesh->Vertices.size(); j++)
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@@ -997,14 +997,14 @@ void Model::Update( float fDelta )
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Actor::Update( fDelta );
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AdvanceFrame( fDelta );
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if( m_pModel )
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for( int i=0; i<m_pModel->Materials.size(); i++ )
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for( int i=0; i<(int)m_pModel->Materials.size(); i++ )
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m_pModel->Materials[i].aniTexture.Update( fDelta );
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}
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void Model::SetState( int iNewState )
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{
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if( m_pModel )
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for( int i=0; i<m_pModel->Materials.size(); i++ )
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for( int i=0; i<(int)m_pModel->Materials.size(); i++ )
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m_pModel->Materials[i].aniTexture.SetState( iNewState );
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}
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@@ -1012,7 +1012,7 @@ int Model::GetNumStates()
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{
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int iMaxStates = 0;
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if( m_pModel )
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for( int i=0; i<m_pModel->Materials.size(); i++ )
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for( int i=0; i<(int)m_pModel->Materials.size(); i++ )
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iMaxStates = max( iMaxStates, m_pModel->Materials[i].aniTexture.GetNumStates() );
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return iMaxStates;
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}
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