[IGfxWorld] Code styling

This commit is contained in:
momo5502 2016-12-22 01:23:48 +01:00
parent e93831319f
commit 56ba9d0ed6

View File

@ -85,8 +85,6 @@ namespace Assets
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage->name); builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage->name);
} }
if (asset->dpvs.surfaces) if (asset->dpvs.surfaces)
{ {
for (int i = 0; i < asset->dpvsSurfaceCount; ++i) for (int i = 0; i < asset->dpvsSurfaceCount; ++i)
@ -266,7 +264,6 @@ namespace Assets
// saveGfxWorldVertexLayerData // saveGfxWorldVertexLayerData
{ {
if (asset->vld.data) if (asset->vld.data)
{ {
// no align for char // no align for char
@ -389,7 +386,7 @@ namespace Assets
Game::GfxSurface* destSurfaceTable = buffer->dest<Game::GfxSurface>(); Game::GfxSurface* destSurfaceTable = buffer->dest<Game::GfxSurface>();
buffer->saveArray(asset->surfaces, world->dpvsSurfaceCount); buffer->saveArray(asset->surfaces, world->dpvsSurfaceCount);
for (int i = 0; i < world->dpvsSurfaceCount; i++) for (int i = 0; i < world->dpvsSurfaceCount; ++i)
{ {
Game::GfxSurface* surface = &asset->surfaces[i]; Game::GfxSurface* surface = &asset->surfaces[i];
Game::GfxSurface* destSurface = &destSurfaceTable[i]; Game::GfxSurface* destSurface = &destSurfaceTable[i];
@ -420,7 +417,7 @@ namespace Assets
Game::GfxStaticModelDrawInst* destModelTable = buffer->dest<Game::GfxStaticModelDrawInst>(); Game::GfxStaticModelDrawInst* destModelTable = buffer->dest<Game::GfxStaticModelDrawInst>();
buffer->saveArray(asset->smodelDrawInsts, asset->smodelCount); buffer->saveArray(asset->smodelDrawInsts, asset->smodelCount);
for (unsigned int i = 0; i < asset->smodelCount; i++) for (unsigned int i = 0; i < asset->smodelCount; ++i)
{ {
Game::GfxStaticModelDrawInst* model = &asset->smodelDrawInsts[i]; Game::GfxStaticModelDrawInst* model = &asset->smodelDrawInsts[i];
Game::GfxStaticModelDrawInst* destModel = &destModelTable[i]; Game::GfxStaticModelDrawInst* destModel = &destModelTable[i];
@ -480,9 +477,9 @@ namespace Assets
} }
// this covers [0][0], [1][0], [0][1], [1][1], [0][2], [1][2] // this covers [0][0], [1][0], [0][1], [1][1], [0][2], [1][2]
for (char i = 0; i < 3; i++) for (char i = 0; i < 3; ++i)
{ {
for (char j = 0; j < 2; j++) for (char j = 0; j < 2; ++j)
{ {
if (asset->dynEntVisData[j][i]) if (asset->dynEntVisData[j][i])
{ {
@ -498,7 +495,7 @@ namespace Assets
void IGfxWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) void IGfxWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{ {
AssertSize(Game::GfxWorld, 0x274); AssertSize(Game::GfxWorld, 628);
Utils::Stream* buffer = builder->getBuffer(); Utils::Stream* buffer = builder->getBuffer();
Game::GfxWorld* asset = header.gfxWorld; Game::GfxWorld* asset = header.gfxWorld;