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2 changes: 1 addition & 1 deletion Generals/Code/GameEngine/Include/Common/StateMachine.h
Original file line number Diff line number Diff line change
Expand Up @@ -266,7 +266,7 @@ class StateMachine : public MemoryPoolObject, public Snapshot

void Add_Ref() const { m_refCount.Add_Ref(); }
void Release_Ref() const { m_refCount.Release_Ref(MemoryPoolObject::deleteInstanceInternal, this); }
void Num_Refs() const { m_refCount.Num_Refs(); }
UnsignedByte Num_Refs() const { return m_refCount.Num_Refs(); }

StateID getCurrentStateID() const { return m_currentState ? m_currentState->getID() : INVALID_STATE_ID; } ///< return the id of the current state of the machine
Bool isInIdleState() const { return m_currentState ? m_currentState->isIdle() : true; } // stateless things are considered 'idle'
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2 changes: 1 addition & 1 deletion GeneralsMD/Code/GameEngine/Include/Common/StateMachine.h
Original file line number Diff line number Diff line change
Expand Up @@ -267,7 +267,7 @@ class StateMachine : public MemoryPoolObject, public Snapshot

void Add_Ref() const { m_refCount.Add_Ref(); }
void Release_Ref() const { m_refCount.Release_Ref(MemoryPoolObject::deleteInstanceInternal, this); }
void Num_Refs() const { m_refCount.Num_Refs(); }
UnsignedByte Num_Refs() const { return m_refCount.Num_Refs(); }

StateID getCurrentStateID() const { return m_currentState ? m_currentState->getID() : INVALID_STATE_ID; } ///< return the id of the current state of the machine
Bool isInIdleState() const { return m_currentState ? m_currentState->isIdle() : true; } // stateless things are considered 'idle'
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