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clang: trailing else

Azaezel 9 năm trước cách đây
mục cha
commit
5e1b6cbc48
1 tập tin đã thay đổi với 5 bổ sung2 xóa
  1. 5 2
      Engine/source/T3D/player.cpp

+ 5 - 2
Engine/source/T3D/player.cpp

@@ -3835,11 +3835,13 @@ void Player::updateActionThread()
    // Select an action animation sequence, this assumes that
    // Select an action animation sequence, this assumes that
    // this function is called once per tick.
    // this function is called once per tick.
    if(mActionAnimation.action != PlayerData::NullAnimation)
    if(mActionAnimation.action != PlayerData::NullAnimation)
+   {
       if (mActionAnimation.forward)
       if (mActionAnimation.forward)
          mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
          mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 1;
       else
       else
          mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
          mActionAnimation.atEnd = mShapeInstance->getPos(mActionAnimation.thread) == 0;
-
+   }
+    
    // Only need to deal with triggers on the client
    // Only need to deal with triggers on the client
    if( isGhost() )
    if( isGhost() )
    {
    {
@@ -4581,6 +4583,7 @@ void Player::updateAnimationTree(bool firstPerson)
 {
 {
    S32 mode = 0;
    S32 mode = 0;
    if (firstPerson)
    if (firstPerson)
+   {
       if (mActionAnimation.firstPerson)
       if (mActionAnimation.firstPerson)
          mode = 0;
          mode = 0;
 //            TSShapeInstance::MaskNodeRotation;
 //            TSShapeInstance::MaskNodeRotation;
@@ -4588,7 +4591,7 @@ void Player::updateAnimationTree(bool firstPerson)
 //            TSShapeInstance::MaskNodePosY;
 //            TSShapeInstance::MaskNodePosY;
       else
       else
          mode = TSShapeInstance::MaskNodeAllButBlend;
          mode = TSShapeInstance::MaskNodeAllButBlend;
-
+   }
    for (U32 i = 0; i < PlayerData::NumSpineNodes; i++)
    for (U32 i = 0; i < PlayerData::NumSpineNodes; i++)
       if (mDataBlock->spineNode[i] != -1)
       if (mDataBlock->spineNode[i] != -1)
          mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode);
          mShapeInstance->setNodeAnimationState(mDataBlock->spineNode[i],mode);