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// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= //
//  »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;
    };
}