revert type squish, spacing, code review comment

This commit is contained in:
Stephen Birarda 2013-05-07 13:41:48 -07:00
parent d5d9479b65
commit 9be92cebdd
2 changed files with 6 additions and 6 deletions

View file

@ -143,10 +143,10 @@ int main(int argc, const char* argv[]) {
gettimeofday(&thisSend, NULL);
// find the current avatar mixer
Agent *avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
Agent* avatarMixer = agentList->soloAgentOfType(AGENT_TYPE_AVATAR_MIXER);
// make sure we actually have an avatar mixer with an active socket
if (agentList->getOwnerID() != UNKNOWN_AGENT_ID && avatarMixer != NULL && avatarMixer->getActiveSocket() != NULL) {
if (agentList->getOwnerID() != UNKNOWN_AGENT_ID && avatarMixer && avatarMixer->getActiveSocket() != NULL) {
unsigned char* packetPosition = broadcastPacket + sizeof(PACKET_HEADER);
packetPosition += packAgentId(packetPosition, agentList->getOwnerID());

View file

@ -429,7 +429,7 @@ void updateAvatar(float frametime) {
myAvatar.setCameraNearClip(::viewFrustum.getNearClip());
myAvatar.setCameraFarClip(::viewFrustum.getFarClip());
AgentList *agentList = AgentList::getInstance();
AgentList* agentList = AgentList::getInstance();
if (agentList->getOwnerID() != UNKNOWN_AGENT_ID) {
// if I know my ID, send head/hand data to the avatar mixer and voxel server
@ -451,9 +451,9 @@ void updateAvatar(float frametime) {
glm::vec3 avatarPos = myAvatar.getPosition();
// For some reason, we don't want to flip X and Z here.
::paintingVoxel.x = avatarPos.x/10.0;
::paintingVoxel.y = avatarPos.y/10.0;
::paintingVoxel.z = avatarPos.z/10.0;
::paintingVoxel.x = avatarPos.x / 10.0;
::paintingVoxel.y = avatarPos.y / 10.0;
::paintingVoxel.z = avatarPos.z / 10.0;
unsigned char* bufferOut;
int sizeOut;