diff options
author | Lars Næsbye Christensen <lars@naesbye.dk> | 2024-02-16 19:29:51 +0100 |
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committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-02-17 12:23:07 +0200 |
commit | 9e854b697a06abed2a0917fb6120445f176764f0 (patch) | |
tree | 7d430fa151e037525ae05d6030e309e9cdecde61 /indra/llcharacter/llmotion.h | |
parent | d0e82ca55670645eacc61fca39bf8667c0840de9 (diff) |
misc: BOOL to bool
Diffstat (limited to 'indra/llcharacter/llmotion.h')
-rw-r--r-- | indra/llcharacter/llmotion.h | 42 |
1 files changed, 21 insertions, 21 deletions
diff --git a/indra/llcharacter/llmotion.h b/indra/llcharacter/llmotion.h index 1453979764..d6d7267115 100644 --- a/indra/llcharacter/llmotion.h +++ b/indra/llcharacter/llmotion.h @@ -91,21 +91,21 @@ public: virtual void setStopTime(F32 time); - BOOL isStopped() const { return mStopped; } + bool isStopped() const { return mStopped; } - void setStopped(BOOL stopped) { mStopped = stopped; } + void setStopped(bool stopped) { mStopped = stopped; } - BOOL isBlending(); + bool isBlending(); // Activation functions. // It is OK for other classes to activate a motion, // but only the controller can deactivate it. - // Thus, if mActive == TRUE, the motion *may* be on the controllers active list, - // but if mActive == FALSE, the motion is gauranteed not to be on the active list. + // Thus, if mActive == true, the motion *may* be on the controllers active list, + // but if mActive == false, the motion is gauranteed not to be on the active list. protected: // Used by LLMotionController only void deactivate(); - BOOL isActive() { return mActive; } + bool isActive() { return mActive; } public: void activate(F32 time); @@ -144,15 +144,15 @@ public: virtual LLMotionInitStatus onInitialize(LLCharacter *character) = 0; // called per time step - // must return TRUE while it is active, and - // must return FALSE when the motion is completed. - virtual BOOL onUpdate(F32 activeTime, U8* joint_mask) = 0; + // must return true while it is active, and + // must return false when the motion is completed. + virtual bool onUpdate(F32 activeTime, U8* joint_mask) = 0; // called when a motion is deactivated virtual void onDeactivate() = 0; // can we crossfade this motion with a new instance when restarted? - // should ultimately always be TRUE, but lack of emote blending, etc + // should ultimately always be true, but lack of emote blending, etc // requires this virtual bool canDeprecate(); @@ -161,16 +161,16 @@ public: protected: // called when a motion is activated - // must return TRUE to indicate success, or else + // must return true to indicate success, or else // it will be deactivated - virtual BOOL onActivate() = 0; + virtual bool onActivate() = 0; void addJointState(const LLPointer<LLJointState>& jointState); protected: LLPose mPose; - BOOL mStopped; // motion has been stopped; - BOOL mActive; // motion is on active list (can be stopped or not stopped) + bool mStopped; // motion has been stopped; + bool mActive; // motion is on active list (can be stopped or not stopped) //------------------------------------------------------------------------- // these are set implicitly by the motion controller and @@ -208,8 +208,8 @@ public: F32 getMinPixelArea() { return 0.f; } LLMotionInitStatus onInitialize(LLCharacter*) { LL_INFOS() << "LLTestMotion::onInitialize()" << LL_ENDL; return STATUS_SUCCESS; } - BOOL onActivate() { LL_INFOS() << "LLTestMotion::onActivate()" << LL_ENDL; return true; } - BOOL onUpdate(F32 time, U8* joint_mask) { LL_INFOS() << "LLTestMotion::onUpdate(" << time << ")" << LL_ENDL; return true; } + bool onActivate() { LL_INFOS() << "LLTestMotion::onActivate()" << LL_ENDL; return true; } + bool onUpdate(F32 time, U8* joint_mask) { LL_INFOS() << "LLTestMotion::onUpdate(" << time << ")" << LL_ENDL; return true; } void onDeactivate() { LL_INFOS() << "LLTestMotion::onDeactivate()" << LL_ENDL; } }; @@ -251,14 +251,14 @@ public: /*virtual*/ LLMotionInitStatus onInitialize(LLCharacter *character) { return STATUS_SUCCESS; } // called when a motion is activated - // must return TRUE to indicate success, or else + // must return true to indicate success, or else // it will be deactivated - /*virtual*/ BOOL onActivate() { return true; } + /*virtual*/ bool onActivate() { return true; } // called per time step - // must return TRUE while it is active, and - // must return FALSE when the motion is completed. - /*virtual*/ BOOL onUpdate(F32 activeTime, U8* joint_mask) { return true; } + // must return true while it is active, and + // must return false when the motion is completed. + /*virtual*/ bool onUpdate(F32 activeTime, U8* joint_mask) { return true; } // called when a motion is deactivated /*virtual*/ void onDeactivate() {} |