void SampleChannel::sum(int frame, bool running) { if (wave == NULL || status & ~(STATUS_PLAY | STATUS_ENDING)) return; if (frame != frameRewind) { /* volume envelope, only if seq is running */ if (running) { volume_i += volume_d; if (volume_i < 0.0f) volume_i = 0.0f; else if (volume_i > 1.0f) volume_i = 1.0f; } /* fadein or fadeout processes. If mute, delete any signal. */ /** TODO - big issue: fade[in/out]Vol * internal_volume might be a * bad choice: it causes glitches when muting on and off during a * volume envelope. */ if (mute || mute_i) { vChan[frame] = 0.0f; vChan[frame+1] = 0.0f; } else if (fadeinOn) { if (fadeinVol < 1.0f) { vChan[frame] *= fadeinVol * volume_i; vChan[frame+1] *= fadeinVol * volume_i; fadeinVol += 0.01f; } else { fadeinOn = false; fadeinVol = 0.0f; } } else if (fadeoutOn) { if (fadeoutVol > 0.0f) { // fadeout ongoing if (fadeoutType == XFADE) { vChan[frame] *= volume_i; vChan[frame+1] *= volume_i; vChan[frame] = pChan[frame] * fadeoutVol * volume_i; vChan[frame+1] = pChan[frame+1] * fadeoutVol * volume_i; } else { vChan[frame] *= fadeoutVol * volume_i; vChan[frame+1] *= fadeoutVol * volume_i; } fadeoutVol -= fadeoutStep; } else { // fadeout end fadeoutOn = false; fadeoutVol = 1.0f; /* QWait ends with the end of the xfade */ if (fadeoutType == XFADE) { qWait = false; } else { if (fadeoutEnd == DO_MUTE) mute = true; else if (fadeoutEnd == DO_MUTE_I) mute_i = true; else // DO_STOP hardStop(frame); } } } else { vChan[frame] *= volume_i; vChan[frame+1] *= volume_i; } } else { if (mode & (SINGLE_BASIC | SINGLE_PRESS | SINGLE_RETRIG) || (mode == SINGLE_ENDLESS && status == STATUS_ENDING) || (mode & LOOP_ANY && !running)) // stop loops when the seq is off { status = STATUS_OFF; } /* temporary stop LOOP_ONCE not in ENDING status, otherwise they * would return in wait, losing the ENDING status */ //if (mode == LOOP_ONCE && status != STATUS_ENDING) if ((mode & (LOOP_ONCE | LOOP_ONCE_BAR)) && status != STATUS_ENDING) status = STATUS_WAIT; /* check for end of samples. SINGLE_ENDLESS runs forever unless * it's in ENDING mode. */ reset(frame); } }
void PlaylistModel::setColumns (const QList<QString> &new_columns) { m_columns = new_columns; reset (); }
ShaderCompileDesc() { reset(); }
void WebPageImportanceSignals::onCommitLoad() { Platform::current()->histogramEnumeration("PageImportanceSignals.HadFormInteraction.OnCommitLoad", m_hadFormInteraction, 2); reset(); }
virtual void remove(unsigned long items) { reset(); views.clear(); delete theModel; reset(); }
FilterBar::FilterBar(QWidget *parent) : QWidget(parent)/*, m_blinkTimer(this), m_blinkedTimes(0)*/ { QHBoxLayout *hBox = new QHBoxLayout(this, /*margin*/0, /*spacing*/0); // Create every widgets: // (Aaron Seigo says we don't need to worry about the // "Toolbar group" stuff anymore.) QIcon resetIconSet = KIcon("dialog-close", KIconLoader::global()); QIcon inAllIconSet = KIcon("edit-find", KIconLoader::global()); m_resetButton = new QToolButton(this); m_resetButton->setIconSet(resetIconSet); m_resetButton->setTextLabel(i18n("Reset Filter"));//, /*groupText=*/"", this, SLOT(reset()), 0); m_resetButton->setAutoRaise(true); //new KToolBarButton("locationbar_erase", /*id=*/1230, this, /*name=*/0, i18n("Reset Filter")); m_lineEdit = new KLineEdit(this); QLabel *label = new QLabel(m_lineEdit, i18n("&Filter: "), this); m_tagsBox = new KComboBox(this); QLabel *label2 = new QLabel(m_tagsBox, i18n("T&ag: "), this); m_inAllBasketsButton = new QToolButton(this); m_inAllBasketsButton->setIconSet(inAllIconSet); m_inAllBasketsButton->setTextLabel(i18n("Filter All Baskets"));//, /*groupText=*/"", this, SLOT(inAllBaskets()), 0); m_inAllBasketsButton->setAutoRaise(true); // Configure the Tags combobox: repopulateTagsCombo(); // Configure the Serach in all Baskets button: m_inAllBasketsButton->setToggleButton(true); // m_inAllBasketsButton->setOn(true); // Global::bnpView->toggleFilterAllBaskets(true); // m_lineEdit->setMaximumWidth(150); m_lineEdit->setClearButtonShown(true); // Layout all those widgets: // hBox->addStretch(); hBox->addWidget(m_resetButton); hBox->addSpacing(KDialog::spacingHint()); hBox->addWidget(label); hBox->addWidget(m_lineEdit); hBox->addSpacing(KDialog::spacingHint()); hBox->addWidget(label2); hBox->addWidget(m_tagsBox); hBox->addSpacing(KDialog::spacingHint()); hBox->addWidget(m_inAllBasketsButton); m_data = new FilterData(); // TODO: Not a pointer! and return a const & !! // connect( &m_blinkTimer, SIGNAL(timeout()), this, SLOT(blinkBar()) ); connect( m_resetButton, SIGNAL(clicked()), this, SLOT(reset()) ); connect( m_lineEdit, SIGNAL(textChanged(const QString&)), this, SLOT(changeFilter()) ); connect( m_tagsBox, SIGNAL(activated(int)), this, SLOT(tagChanged(int)) ); // connect( m_inAllBasketsButton, SIGNAL(clicked()), this, SLOT(inAllBaskets()) ); connect( m_inAllBasketsButton, SIGNAL(toggled(bool)), Global::bnpView, SLOT(toggleFilterAllBaskets(bool)) ); FocusWidgetFilter *lineEditF = new FocusWidgetFilter(m_lineEdit); m_tagsBox->installEventFilter(lineEditF); connect(lineEditF, SIGNAL(escapePressed()), SLOT(reset())); connect(lineEditF, SIGNAL(returnPressed()), SLOT(changeFilter())); }
AP_Gimbal_Parameters::AP_Gimbal_Parameters() { reset(); }
AsyncConnection::~AsyncConnection() { reset(); }
uint16_t ILI9341_kbv::readID(void) //{ return 0x9341; } { if (!done_reset) reset(); return (readcommand8(0xD3, 2) << 8) | readcommand8(0xD3, 3); }
any& assign(const T& x) { reset(); policy = anyimpl::get_policy<T>(); policy->copy_from_value(&x, &object); return *this; }
Authenticator::~Authenticator() { reset(); }
/// Assignment function from another any. any& assign(const any& x) { reset(); policy = x.policy; policy->clone(&x.object, &object); return *this; }
void PreviewMatrix::clear() { d_matrix_model->clear(); reset(); }
void SampleChannel::start(int frame, bool doQuantize) { switch (status) { case STATUS_EMPTY: case STATUS_MISSING: case STATUS_WRONG: { return; } case STATUS_OFF: { if (mode & LOOP_ANY) { status = STATUS_WAIT; } else { if (G_Mixer.quantize > 0 && G_Mixer.running && doQuantize) qWait = true; else { /* fillChan only if frame != 0. If you call fillChan on frame == 0 * a duplicate call to fillChan occurs with loss of data. */ status = STATUS_PLAY; if (frame != 0) tracker = fillChan(vChan, tracker, frame); } } break; } case STATUS_PLAY: { if (mode == SINGLE_BASIC) setFadeOut(DO_STOP); else if (mode == SINGLE_RETRIG) { if (G_Mixer.quantize > 0 && G_Mixer.running && doQuantize) qWait = true; else reset(frame); } else if (mode & (LOOP_ANY | SINGLE_ENDLESS)) status = STATUS_ENDING; break; } case STATUS_WAIT: { status = STATUS_OFF; break; } case STATUS_ENDING: { status = STATUS_PLAY; break; } } }
hashtable() : itable(new std::array< std::pair<uint64_t, uint32_t>, TABLE_SIZE >), table(*itable) { reset(); }
/* Construct a MD5 object with a file. */ MD5::MD5(ifstream &in) { reset(); update(in); }
hashtable() : table(new std::pair<uint64_t, uint32_t>[TABLE_SIZE]), table2(new std::pair<uint64_t, uint32_t>[TABLE_SIZE]) { reset(); }
/* Default construct. */ MD5::MD5() { reset(); }
virtual void remove(Container& theContainer) { reset(); theContainer.clear(); reset(); }
/* Construct a MD5 object with a input buffer. */ MD5::MD5(const void *input, size_t length) { reset(); update(input, length); }
//! constructor ZWW::ZWW(){ reset(); }
/* Construct a MD5 object with a string. */ MD5::MD5(const string &str) { reset(); update(str); }
~PatternReseter() { reset(); }
/* loads the game from save.dat */ char load() { //LOAD FILE int loadversion; int l; bool dummy_b; int dummy; long dummy_l; FILE *h; h=LCSOpenFile("save.dat", "rb", LCSIO_PRE_HOME); if(h!=NULL) { fread(&loadversion,sizeof(int),1,h); //NUKE INVALID SAVE GAMES if(loadversion<lowestloadversion) { LCSCloseFile(h); reset(); return 0; } fread(seed,sizeof(unsigned long),RNG_SIZE,h); fread(&mode,sizeof(short),1,h); fread(&wincondition,sizeof(short),1,h); fread(&fieldskillrate,sizeof(short),1,h); fread(&day,sizeof(int),1,h); fread(&month,sizeof(int),1,h); fread(&year,sizeof(int),1,h); fread(&execterm,sizeof(short),1,h); fread(&presparty,sizeof(short),1,h); fread(&amendnum,sizeof(int),1,h); fread(&multipleCityMode,sizeof(bool),1,h); fread(&termlimits,sizeof(bool),1,h); fread(&deagle,sizeof(bool),1,h); fread(&m249,sizeof(bool),1,h); fread(¬ermlimit,sizeof(bool),1,h); fread(&nocourtpurge,sizeof(bool),1,h); fread(&stalinmode,sizeof(bool),1,h); fread(&stat_recruits,sizeof(int),1,h); fread(&stat_dead,sizeof(int),1,h); fread(&stat_kills,sizeof(int),1,h); fread(&stat_kidnappings,sizeof(int),1,h); fread(&stat_buys,sizeof(int),1,h); fread(&stat_burns,sizeof(int),1,h); fread(&endgamestate,sizeof(char),1,h); fread(&ccsexposure,sizeof(char),1,h); fread(&ccs_kills,sizeof(char),1,h); fread(&Vehicle::curcarid,sizeof(long),1,h); fread(&curcreatureid,sizeof(long),1,h); fread(&cursquadid,sizeof(long),1,h); fread(&police_heat,sizeof(int),1,h); fread(&offended_corps,sizeof(short),1,h); fread(&offended_cia,sizeof(short),1,h); fread(&offended_amradio,sizeof(short),1,h); fread(&offended_cablenews,sizeof(short),1,h); fread(&offended_firemen,sizeof(short),1,h); fread(attorneyseed,sizeof(unsigned long),RNG_SIZE,h); //fread(&selectedsiege,sizeof(long),1,h); fread(lcityname,sizeof(char),CITY_NAMELEN,h); fread(&newscherrybusted,sizeof(char),1,h); fread(slogan,sizeof(char),SLOGAN_LEN,h); fread(&ledger,sizeof(class Ledger),1,h); fread(&party_status,sizeof(short),1,h); fread(attitude,sizeof(short),VIEWNUM,h); fread(law,sizeof(short),LAWNUM,h); fread(house,sizeof(short),HOUSENUM,h); fread(senate,sizeof(short),SENATENUM,h); fread(court,sizeof(short),COURTNUM,h); fread(courtname,sizeof(char)*POLITICIAN_NAMELEN,COURTNUM,h); fread(exec,sizeof(char),EXECNUM,h); fread(execname,sizeof(char)*POLITICIAN_NAMELEN,EXECNUM,h); fread(oldPresidentName,sizeof(char),POLITICIAN_NAMELEN,h); //LOCATIONS fread(&dummy,sizeof(int),1,h); location.resize(dummy); for(l=0;l<len(location);l++) { location[l]=new Location; fread(&dummy,sizeof(int),1,h); location[l]->loot.resize(dummy); for(int l2=0;l2<len(location[l]->loot);l2++) { int itemLen; fread(&itemLen, sizeof(int), 1, h); vector<char> vec = vector<char>(itemLen + 1); fread(&vec[0], itemLen, 1, h); vec[itemLen] = '\0'; Item* it = create_item(&vec[0]); if(it!=NULL) location[l]->loot[l2] = it; } //Remove items of unknown type. for(int l2=len(location[l]->loot)-1; l2>=0; l2--) { bool del = false; if(location[l]->loot[l2]->is_loot()) del = (getloottype(location[l]->loot[l2]->get_itemtypename()) == -1); else if(location[l]->loot[l2]->is_clip()) del = (getcliptype(location[l]->loot[l2]->get_itemtypename()) == -1); else if(location[l]->loot[l2]->is_weapon()) del = (getweapontype(location[l]->loot[l2]->get_itemtypename()) == -1); else if(location[l]->loot[l2]->is_armor()) del = (getarmortype(location[l]->loot[l2]->get_itemtypename()) == -1); if(del) { addstr("Item type "); addstr(location[l]->loot[l2]->get_itemtypename()); addstr(" does not exist. Deleting item."); delete_and_remove(location[l]->loot,l2); } } consolidateloot(location[l]->loot); // consolidate loot after loading fread(&dummy,sizeof(int),1,h); location[l]->changes.resize(dummy); for(int l2=0;l2<len(location[l]->changes);l2++) fread(&location[l]->changes[l2],sizeof(sitechangest),1,h); fread(location[l]->name,sizeof(char),LOCATION_NAMELEN,h); fread(location[l]->shortname,sizeof(char),LOCATION_SHORTNAMELEN,h); fread(&location[l]->type,sizeof(char),1,h); fread(&location[l]->city,sizeof(int),1,h); fread(&location[l]->area,sizeof(int),1,h); fread(&location[l]->parent,sizeof(int),1,h); fread(&location[l]->id,sizeof(int),1,h); fread(&location[l]->renting,sizeof(int),1,h); fread(&location[l]->newrental,sizeof(char),1,h); fread(&location[l]->needcar,sizeof(char),1,h); fread(&location[l]->closed,sizeof(int),1,h); fread(&location[l]->hidden,sizeof(bool),1,h); fread(&location[l]->mapped,sizeof(bool),1,h); fread(&location[l]->upgradable,sizeof(bool),1,h); fread(&location[l]->highsecurity,sizeof(int),1,h); fread(&location[l]->siege,sizeof(siegest),1,h); fread(&location[l]->heat,sizeof(int),1,h); fread(&location[l]->heat_protection,sizeof(int),1,h); fread(&location[l]->compound_walls,sizeof(int),1,h); fread(&location[l]->compound_stores,sizeof(int),1,h); fread(&location[l]->front_business,sizeof(char),1,h); fread(location[l]->front_name,sizeof(char),LOCATION_NAMELEN,h); fread(location[l]->front_shortname,sizeof(char),LOCATION_SHORTNAMELEN,h); fread(&location[l]->haveflag,sizeof(bool),1,h); fread(location[l]->mapseed,sizeof(unsigned long),RNG_SIZE,h); } //VEHICLES fread(&dummy,sizeof(int),1,h); vehicle.resize(dummy); for(l=0;l<len(vehicle);l++) { int vehicleLen; fread (&vehicleLen, sizeof(int), 1, h); vector<char> vec = vector<char> (vehicleLen + 1); fread (&vec[0], vehicleLen, 1, h); vec[vehicleLen] = '\0'; vehicle[l] = new Vehicle (&vec[0]); } //POOL fread(&dummy,sizeof(int),1,h); pool.resize(dummy); for(int pl=0;pl<len(pool);pl++) { int creatureLen; fread (&creatureLen, sizeof(int), 1, h); vector<char> vec = vector<char> (creatureLen + 1); fread (&vec[0], creatureLen, 1, h); vec[creatureLen] = '\0'; pool[pl] = new Creature(&vec[0]); //pool[pl]=new Creature; //fread(pool[pl],sizeof(Creature),1,h); //read extra interrogation data if applicable if(pool[pl]->align==-1 && pool[pl]->alive) { interrogation* &intr = pool[pl]->activity.intr(); intr = new interrogation; fread(intr->techniques,sizeof(bool[6]),1,h); fread(&intr->druguse,sizeof(int),1,h); intr->rapport.clear(); int size; fread(&size,sizeof(int),1,h); for(int i=0;i<size;i++) { long id; float_zero value; fread(&id,sizeof(long),1,h); fread(&value,sizeof(float_zero),1,h); intr->rapport[id]=value; } } /* //read equipment vector<Item*> dump; //Used to catch invalid pointers from creature so they aren't deleted. pool[pl]->drop_weapon(&dump); pool[pl]->strip(&dump); pool[pl]->clips = deque<Clip*>(); pool[pl]->extra_throwing_weapons = deque<Weapon*>(); int itemLen; fread(&itemLen, sizeof(int), 1, h); if(itemLen != 0) { vector<char> vec = vector<char>(itemLen + 1); fread(&vec[0], itemLen, 1, h); vec[itemLen] = '\0'; Weapon w(&vec[0]); if(getweapontype(w.get_itemtypename())!=-1) //Check it is a valid weapon type. pool[pl]->give_weapon(w,&dump); } //pool[pl]->clips.clear(); fread(&dummy,sizeof(int),1,h); for(int nc=0; nc<dummy; nc++) { fread(&itemLen, sizeof(itemLen), 1, h); vector<char> vec = vector<char>(itemLen + 1); fread(&vec[0], itemLen, 1, h); vec[itemLen] = '\0'; Clip c(&vec[0]); if(getcliptype(c.get_itemtypename())!=-1) //Check it is a valid clip type. pool[pl]->take_clips(c,len(c)); } //pool[pl]->extra_throwing_weapons.clear(); fread(&dummy,sizeof(int),1,h); for(int ne=0; ne<dummy; ne++) { fread(&itemLen, sizeof(itemLen), 1, h); vector<char> vec = vector<char>(itemLen + 1); fread(&vec[0], itemLen, 1, h); vec[itemLen] = '\0'; Weapon w(&vec[0]); if(getweapontype(w.get_itemtypename())!=-1) //Check it is a valid weapon type. pool[pl]->give_weapon(w,NULL); } fread(&itemLen, sizeof(itemLen), 1, h); if(itemLen != 0) { vector<char> vec = vector<char>(itemLen + 1); fread(&vec[0], itemLen, 1, h); vec[itemLen] = '\0'; Armor a(&vec[0]); if(getarmortype(a.get_itemtypename())!=-1) //Check it is a valid armor type. pool[pl]->give_armor(a,&dump); }*/ } //Unique Creatures { int uniquecreaturesLen; fread (&uniquecreaturesLen, sizeof(int), 1, h); vector<char> vec = vector<char> (uniquecreaturesLen + 1); fread (&vec[0], uniquecreaturesLen, 1, h); vec[uniquecreaturesLen] = '\0'; uniqueCreatures = UniqueCreatures(&vec[0]); //fread(&uniqueCreatures,sizeof(UniqueCreatures),1,h); } //SQUADS fread(&dummy,sizeof(int),1,h); squad.resize(dummy); for(int sq=0;sq<len(squad);sq++) { squad[sq]=new squadst; fread(squad[sq]->name,sizeof(char),SQUAD_NAMELEN,h); fread(&squad[sq]->activity,sizeof(activityst),1,h); fread(&squad[sq]->id,sizeof(int),1,h); for(int pos=0;pos<6;pos++) { //REBUILD SQUAD FROM POOL squad[sq]->squad[pos]=NULL; fread(&dummy_b,sizeof(bool),1,h); if(dummy_b) { int dummy_i; fread(&dummy_i,sizeof(int),1,h); for(int pl=0;pl<len(pool);pl++) if(pool[pl]->id==dummy_i) squad[sq]->squad[pos]=pool[pl]; } } fread(&dummy,sizeof(int),1,h); squad[sq]->loot.resize(dummy); for(int l2=0;l2<len(squad[sq]->loot);l2++) { int itemLen; fread(&itemLen, sizeof(int), 1, h); vector<char> vec = vector<char>(itemLen + 1); fread(&vec[0], itemLen, 1, h); vec[itemLen] = '\0'; Item* it = create_item(&vec[0]); //if(it!=NULL) //Assume save file is correct? -XML squad[sq]->loot[l2] = it; /*else squad[sq]->loot.erase(loot.begin()+l2--);*/ } //Remove items of unknown type. for(int l2=len(squad[sq]->loot)-1; l2>=0; l2--) { bool del = false; if(squad[sq]->loot[l2]->is_loot()) del = (getloottype(squad[sq]->loot[l2]->get_itemtypename()) == -1); else if(squad[sq]->loot[l2]->is_clip()) del = (getcliptype(squad[sq]->loot[l2]->get_itemtypename()) == -1); else if(squad[sq]->loot[l2]->is_weapon()) del = (getweapontype(squad[sq]->loot[l2]->get_itemtypename()) == -1); else if(squad[sq]->loot[l2]->is_armor()) del = (getarmortype(squad[sq]->loot[l2]->get_itemtypename()) == -1); if(del) { addstr("Item type "); addstr(squad[sq]->loot[l2]->get_itemtypename()); addstr(" does not exist. Deleting item."); delete_and_remove(squad[sq]->loot,l2); } } consolidateloot(squad[sq]->loot); // consolidate loot after loading } activesquad=NULL; fread(&dummy_b,sizeof(bool),1,h); if(dummy_b) { int dummy_i; fread(&dummy_i,sizeof(int),1,h); for(int sq=0;sq<len(squad);sq++) if(squad[sq]->id==dummy_i) { activesquad=squad[sq]; break; } } //DATES fread(&dummy,sizeof(int),1,h); date.resize(dummy); for(int dt=0;dt<len(date);dt++) { date[dt]=new datest; fread(&date[dt]->mac_id,sizeof(long),1,h); fread(&date[dt]->timeleft,sizeof(short),1,h); fread(&date[dt]->city,sizeof(int),1,h); fread(&dummy,sizeof(int),1,h); date[dt]->date.resize(dummy); for(int dt2=0;dt2<len(date[dt]->date);dt2++) { int creatureLen; fread (&creatureLen, sizeof(int), 1, h); vector<char> vec = vector<char> (creatureLen + 1); fread (&vec[0], creatureLen, 1, h); vec[creatureLen] = '\0'; date[dt]->date[dt2] = new Creature(&vec[0]); //date[dt]->date[dt2]=new Creature; //fread(date[dt]->date[dt2],sizeof(Creature),1,h); } } //RECRUITS fread(&dummy,sizeof(int),1,h); recruit.resize(dummy); for(int rt=0;rt<len(recruit);rt++) { recruit[rt]=new recruitst; fread(&recruit[rt]->recruiter_id,sizeof(long),1,h); fread(&recruit[rt]->timeleft,sizeof(short),1,h); fread(&recruit[rt]->level,sizeof(char),1,h); fread(&recruit[rt]->eagerness1,sizeof(char),1,h); fread(&recruit[rt]->task,sizeof(char),1,h); int creatureLen; fread (&creatureLen, sizeof(int), 1, h); vector<char> vec = vector<char> (creatureLen + 1); fread (&vec[0], creatureLen, 1, h); vec[creatureLen] = '\0'; recruit[rt]->recruit = new Creature(&vec[0]); //recruit[rt]->recruit = new Creature; //fread(recruit[rt]->recruit,sizeof(Creature),1,h); } //NEWS STORIES fread(&dummy,sizeof(int),1,h); newsstory.resize(dummy); for(int ns=0;ns<len(newsstory);ns++) { newsstory[ns]=new newsstoryst; fread(&newsstory[ns]->type,sizeof(short),1,h); fread(&newsstory[ns]->view,sizeof(short),1,h); fread(&newsstory[ns]->loc,sizeof(long),1,h); fread(&newsstory[ns]->priority,sizeof(long),1,h); fread(&newsstory[ns]->page,sizeof(long),1,h); fread(&newsstory[ns]->positive,sizeof(char),1,h); fread(&newsstory[ns]->siegetype,sizeof(short),1,h); newsstory[ns]->cr=NULL; fread(&dummy_b,sizeof(bool),1,h); if(dummy_b) { fread(&dummy_l,sizeof(long),1,h); for(int pl=0;pl<len(pool);pl++) if(pool[pl]->id==dummy_l) { newsstory[ns]->cr=pool[pl]; break; } } fread(&dummy,sizeof(int),1,h); newsstory[ns]->crime.resize(dummy); for(int dt2=0;dt2<len(newsstory[ns]->crime);dt2++) fread(&newsstory[ns]->crime[dt2],sizeof(int),1,h); } // Liberal Media fread(public_interest,sizeof(public_interest),1,h); fread(background_liberal_influence,sizeof(background_liberal_influence),1,h); // Site mode options fread(&encounterwarnings,sizeof(bool),1,h); bool musicenabled; fread(&musicenabled,sizeof(bool),1,h); music.enableIf(musicenabled); LCSCloseFile(h); // Check that vehicles are of existing types. for(int v=0;v<len(vehicle);v++) { if(getvehicletype(vehicle[v]->vtypeidname())==-1) { //Remove vehicle of non-existing type. addstr("Vehicle type "+vehicle[v]->vtypeidname()+" does not exist. Deleting vehicle."); delete_and_remove(vehicle,v--); } } return 1; } return 0; }
TreeView::~TreeView() { m_pModel->clear(); reset(); };
InspectorLayerTreeAgent::~InspectorLayerTreeAgent() { reset(); }
void PlaylistModel::setColumnFallback (const QList<QString> &new_columns) { m_colfallback = new_columns; reset (); }
MonsterGenerator::~MonsterGenerator() { reset(); }
CameraView::~CameraView() { if(camera_) reset(); }
void SampleChannel::hardStop(int frame) { if (frame != 0) // clear data in range [frame, bufferSize-1] clearChan(vChan, frame); status = STATUS_OFF; reset(frame); }