@@ -32,16 +32,16 @@ Type LimbManager
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m_TileSize = tileSize
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'Clear all the arrays before recreating
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- For Local part:Int = 0 To c_LimbPartCount - 1
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+ For Local part:Int = 0 Until c_LimbPartCount
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m_LimbPartTilePos[ part] = Null
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m_LimbPartImage[ part] = Null
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m_LimbPartLength[ part] = Null
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Next
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- For Local marker:Int = 0 To c_JointMarkerCount - 1
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+ For Local marker:Int = 0 Until c_JointMarkerCount
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m_JointMarkers[ marker] = Null
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Next
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- For Local part:Int = 0 To c_LimbPartCount - 1
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+ For Local part:Int = 0 Until c_LimbPartCount
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m_LimbPartTilePos[ part] = New SVec2I (part * m_TileSize, 0 )
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m_LimbPartImage[ part] = CreateImage(m_TileSize, m_TileSize, 1 , DYNAMICIMAGE | MASKEDIMAGE)
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GrabImage(m_LimbPartImage[ part] , part * m_TileSize, 0 )
@@ -70,7 +70,7 @@ Type LimbManager
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Local selectedPart:Int = - 1
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Local selectedMarker:Int = - 1
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- For Local part:Int = 0 To c_LimbPartCount - 1
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+ For Local part:Int = 0 Until c_LimbPartCount
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If Utility.PointIsWithinBox(mousePos, New SVec2I (part * (m_TileSize), 0 ), New SVec2I (m_TileSize, m_TileSize)) = True Then
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selectedPart = part
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Exit
@@ -107,8 +107,8 @@ Type LimbManager
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Method BendLimbs (frameCount:Int )
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Local stepSize:Float = (c_MaxExtend - c_MinExtend) / (frameCount - 1 ) '-1 to make inclusive of last value (full range)
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- For Local limb:Float = 0 To c_LimbCount - 1
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- For Local frame:Int = 0 To frameCount - 1
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+ For Local limb:Float = 0 Until c_LimbCount
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+ For Local frame:Int = 0 Until frameCount
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Local limbPart:Int = limb * 2
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Local posX:Float = (frame * 32 ) 'Drawing position X
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Local posY:Float = ((limb * 32 ) * 1.5 ) 'Drawing position Y
@@ -164,7 +164,7 @@ Type LimbManager
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Method DrawBentLimbs (drawPos:SVec2I , frameCount:Int )
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BendLimbs(frameCount)
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- For Local frame:Int = 0 To frameCount - 1
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+ For Local frame:Int = 0 Until frameCount
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'These might be in a specific draw-order for joint overlapping purposes
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'Arm FG
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Local limbPart:Int = 0
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