// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= // // »Project« Teikitu Gaming System (TgS) (∂) // »File« TgS Set - System [Process].c // »Author« Andrew Aye (EMail: mailto:andrew.aye@gmail.com, Web: http://www.andrewaye.com) // »Version« 4.0 // ------------------------------------------------------------------------------------------------------------------------------ // // Copyright: © 2002-2010, Andrew Aye. All Rights Reserved. // This software is free for non-commercial use. Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // Redistributions of source code must retain this copyright notice, this list of conditions and the following disclaimers. // Redistributions in binary form must reproduce this copyright notice, this list of conditions and the following // disclaimers in the documentation and other materials provided with the distribution. // Neither the names of the copyright owner nor the names of its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // The intellectual property rights of the algorithms used reside with Andrew Aye. You may not use this software, in whole or // in part, in support of any commercial product without the express written consent of the author. // There is no warranty or other guarantee of fitness of this software for any purpose. It is provided solely "as is". // =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= // // == Set ======================================================================================================================= // // ---- tgSE_Update_PreGame ----------------------------------------------------------------------------------------------------- // // ------------------------------------------------------------------------------------------------------------------------------ // TgVOID tgSE_Update_PreGame( C_TgFLOAT32 dT ) { } // ---- tgSE_Update_Animation --------------------------------------------------------------------------------------------------- // // ------------------------------------------------------------------------------------------------------------------------------ // TgVOID tgSE_Update_Animation( C_TgFLOAT32 dT ) { TgSINT32 iIndex = 0; while (iIndex < g_niSE_Update_Animate) { ++iIndex; }; } // ---- tgSE_Update_Simulation -------------------------------------------------------------------------------------------------- // // ------------------------------------------------------------------------------------------------------------------------------ // TgVOID tgSE_Update_Simulation( C_TgFLOAT32 dT ) { TgSINT32 iIndex = 0; while (iIndex < g_niSE_Update_Simulate) { ++iIndex; }; } // ---- tgSE_Update_Movement ---------------------------------------------------------------------------------------------------- // // ------------------------------------------------------------------------------------------------------------------------------ // TgVOID tgSE_Update_Movement( C_TgFLOAT32 dT ) { TgSINT32 iIndex = 0; while (iIndex < g_niSE_Update_Movement) { ++iIndex; }; }