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fix: more replacement mistakes
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parent
95c26f69cf
commit
bcbaa98f90
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@ -2114,7 +2114,7 @@ static bool alloc_dynbuffer(U32 size)
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//
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// 1. filled polygons. these are triangulated simple polygons and thus have
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// roughly as many triangles as they have vertices. they use either 8- or
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// 16-uint8_t vertex formats; this makes a worst case of 6 bytes of indices
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// 16-byte vertex formats; this makes a worst case of 6 bytes of indices
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// for every 8 bytes of vertex data.
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// 2. strokes and edge antialiasing. they use a 16-byte vertex format and
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// worst-case write a "double quadstrip" which has 4 triangles for every
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@ -51,7 +51,7 @@ void DQRNetworkManager::BytesReceivedInternal(DQRConnectionInfo *connectionInfo,
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do
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{
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BYTE uint8_t = *pNextByte;
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BYTE byte = *pNextByte;
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switch( connectionInfo->m_internalDataState )
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{
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case DQRConnectionInfo::ConnectionState_InternalHeaderByte:
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@ -123,7 +123,7 @@ void DQRNetworkManager::BytesReceivedInternal(DQRConnectionInfo *connectionInfo,
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// We therefore have to be able to handle (and ignore) this being received more than once - hence the check of the bool above.
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// At this point, the connection is considered properly active from the point of view of the host.
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int sessionIndex = GetSessionIndexForSmallId(uint8_t);
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int sessionIndex = GetSessionIndexForSmallId(byte);
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if( sessionIndex != -1 )
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{
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connectionInfo->m_channelActive[channel] = true;
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@ -136,7 +136,7 @@ void DQRNetworkManager::BytesReceivedInternal(DQRConnectionInfo *connectionInfo,
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DQRNetworkManager::LogCommentFormat(L"Session index of %d found for player with small id %d - attempting to resolve display name\n",sessionIndex,byte);
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DQRNetworkPlayer *pPlayer = new DQRNetworkPlayer(this, DQRNetworkPlayer::DNP_TYPE_REMOTE, true, 0, sessionAddress);
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pPlayer->SetSmallId(uint8_t);
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pPlayer->SetSmallId(byte);
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pPlayer->SetUID(PlayerUID(m_multiplayerSession->Members->GetAt(sessionIndex)->XboxUserId->Data()));
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HostGamertagResolveDetails *resolveDetails = new HostGamertagResolveDetails();
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@ -2114,7 +2114,7 @@ static bool alloc_dynbuffer(U32 size)
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//
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// 1. filled polygons. these are triangulated simple polygons and thus have
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// roughly as many triangles as they have vertices. they use either 8- or
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// 16-uint8_t vertex formats; this makes a worst case of 6 bytes of indices
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// 16-byte vertex formats; this makes a worst case of 6 bytes of indices
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// for every 8 bytes of vertex data.
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// 2. strokes and edge antialiasing. they use a 16-byte vertex format and
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// worst-case write a "double quadstrip" which has 4 triangles for every
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