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-rw-r--r--indra/llcharacter/llmotion.h42
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() {}