Commit bb4727f2 authored by hybrid's avatar hybrid

Use new typedef.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2786 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 061464d1
......@@ -69,7 +69,7 @@ void CBoneSceneNode::OnAnimate(u32 timeMs)
{
// animate this node with all animators
core::list<ISceneNodeAnimator*>::Iterator ait = Animators.begin();
ISceneNodeAnimatorList::Iterator ait = Animators.begin();
for (; ait != Animators.end(); ++ait)
(*ait)->animateNode(this, timeMs);
......@@ -77,7 +77,7 @@ void CBoneSceneNode::OnAnimate(u32 timeMs)
//updateAbsolutePosition();
// perform the post render process on all children
core::list<ISceneNode*>::Iterator it = Children.begin();
ISceneNodeList::Iterator it = Children.begin();
for (; it != Children.end(); ++it)
(*it)->OnAnimate(timeMs);
}
......@@ -88,7 +88,7 @@ void CBoneSceneNode::helper_updateAbsolutePositionOfAllChildren(ISceneNode *Node
{
Node->updateAbsolutePosition();
core::list<ISceneNode*>::ConstIterator it = Node->getChildren().begin();
ISceneNodeList::ConstIterator it = Node->getChildren().begin();
for (; it != Node->getChildren().end(); ++it)
{
helper_updateAbsolutePositionOfAllChildren( (*it) );
......
......@@ -110,7 +110,7 @@ bool CCameraSceneNode::OnEvent(const SEvent& event)
// send events to event receiving animators
core::list<ISceneNodeAnimator*>::Iterator ait = Animators.begin();
ISceneNodeAnimatorList::Iterator ait = Animators.begin();
for (; ait != Animators.end(); ++ait)
if ((*ait)->isEventReceiverEnabled() && (*ait)->OnEvent(event))
......
......@@ -779,7 +779,7 @@ void CColladaFileLoader::readNodeSection(io::IXMLReaderUTF8* reader, scene::ISce
if (node && newnode)
{
// move children from dummy to new node
core::list<ISceneNode*>::ConstIterator it = node->getChildren().begin();
ISceneNodeList::ConstIterator it = node->getChildren().begin();
for (; it != node->getChildren().end(); it = node->getChildren().begin())
(*it)->setParent(newnode);
......
......@@ -74,10 +74,10 @@ void CSceneCollisionManager::getPickedNodeBB(ISceneNode* root,
core::line3df& ray, s32 bits, bool bNoDebugObjects,
f32& outbestdistance, ISceneNode*& outbestnode)
{
const core::list<ISceneNode*>& children = root->getChildren();
const ISceneNodeList& children = root->getChildren();
const core::vector3df rayVector = ray.getVector().normalize();
core::list<ISceneNode*>::ConstIterator it = children.begin();
ISceneNodeList::ConstIterator it = children.begin();
for (; it != children.end(); ++it)
{
ISceneNode* current = *it;
......@@ -264,9 +264,9 @@ void CSceneCollisionManager::getPickedNodeFromBBAndSelector(
core::vector3df & outBestCollisionPoint,
core::triangle3df & outBestTriangle)
{
const core::list<ISceneNode*>& children = root->getChildren();
const ISceneNodeList& children = root->getChildren();
core::list<ISceneNode*>::ConstIterator it = children.begin();
ISceneNodeList::ConstIterator it = children.begin();
for (; it != children.end(); ++it)
{
ISceneNode* current = *it;
......
......@@ -1818,8 +1818,8 @@ ISceneNode* CSceneManager::getSceneNodeFromName(const char* name, ISceneNode* st
ISceneNode* node = 0;
const core::list<ISceneNode*>& list = start->getChildren();
core::list<ISceneNode*>::ConstIterator it = list.begin();
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
node = getSceneNodeFromName(name, *it);
......@@ -1842,8 +1842,8 @@ ISceneNode* CSceneManager::getSceneNodeFromId(s32 id, ISceneNode* start)
ISceneNode* node = 0;
const core::list<ISceneNode*>& list = start->getChildren();
core::list<ISceneNode*>::ConstIterator it = list.begin();
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
node = getSceneNodeFromId(id, *it);
......@@ -1866,8 +1866,8 @@ ISceneNode* CSceneManager::getSceneNodeFromType(scene::ESCENE_NODE_TYPE type, IS
ISceneNode* node = 0;
const core::list<ISceneNode*>& list = start->getChildren();
core::list<ISceneNode*>::ConstIterator it = list.begin();
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
node = getSceneNodeFromType(type, *it);
......@@ -1887,8 +1887,8 @@ void CSceneManager::getSceneNodesFromType(ESCENE_NODE_TYPE type, core::array<sce
if (start->getType() == type || ESNT_ANY == type)
outNodes.push_back(start);
const core::list<ISceneNode*>& list = start->getChildren();
core::list<ISceneNode*>::ConstIterator it = list.begin();
const ISceneNodeList& list = start->getChildren();
ISceneNodeList::ConstIterator it = list.begin();
for (; it!=list.end(); ++it)
{
......@@ -2394,7 +2394,7 @@ void CSceneManager::writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISc
writer->writeElement(animatorElement);
writer->writeLineBreak();
core::list<ISceneNodeAnimator*>::ConstIterator it = node->getAnimators().begin();
ISceneNodeAnimatorList::ConstIterator it = node->getAnimators().begin();
for (; it != node->getAnimators().end(); ++it)
{
attr->clear();
......@@ -2434,7 +2434,7 @@ void CSceneManager::writeSceneNode(io::IXMLWriter* writer, ISceneNode* node, ISc
// write children
core::list<ISceneNode*>::ConstIterator it = node->getChildren().begin();
ISceneNodeList::ConstIterator it = node->getChildren().begin();
for (; it != node->getChildren().end(); ++it)
writeSceneNode(writer, (*it), userDataSerializer);
......
......@@ -229,8 +229,8 @@ void CSceneNodeAnimatorCameraFPS::animateNode(ISceneNode* node, u32 timeMs)
// and if it's not falling, we tell it to jump.
if (CursorKeys[EKA_JUMP_UP])
{
const core::list<ISceneNodeAnimator*> & animators = camera->getAnimators();
core::list<ISceneNodeAnimator*>::ConstIterator it = animators.begin();
const ISceneNodeAnimatorList& animators = camera->getAnimators();
ISceneNodeAnimatorList::ConstIterator it = animators.begin();
while(it != animators.end())
{
if(ESNAT_COLLISION_RESPONSE == (*it)->getType())
......
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