Some tweaks

This commit is contained in:
Ray 2023-09-02 12:54:36 +02:00
parent 0f447f1fb6
commit 6e18d96e7a
3 changed files with 4 additions and 4 deletions

View File

@ -1509,7 +1509,7 @@ RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Collision detection functions

View File

@ -601,7 +601,7 @@ static const char *autoEventTypeName[] = {
"ACTION_SETTARGETFPS"
};
// Automation Event (24 bytes)
// Automation event (24 bytes)
typedef struct AutomationEvent {
unsigned int frame; // Event frame
unsigned int type; // Event type (AutomationEventType)

View File

@ -2099,9 +2099,9 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
}
// Unload animation array data
void UnloadModelAnimations(ModelAnimation *animations, unsigned int count)
void UnloadModelAnimations(ModelAnimation *animations, int animCount)
{
for (unsigned int i = 0; i < count; i++) UnloadModelAnimation(animations[i]);
for (int i = 0; i < animCount; i++) UnloadModelAnimation(animations[i]);
RL_FREE(animations);
}