fixes to make VC6 compiler (and its users) happy
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@@ -64,11 +64,13 @@ void btGeneric6DofSpringConstraint::setDamping(int index, btScalar damping)
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void btGeneric6DofSpringConstraint::setEquilibriumPoint()
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void btGeneric6DofSpringConstraint::setEquilibriumPoint()
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{
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{
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calculateTransforms();
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calculateTransforms();
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for(int i = 0; i < 3; i++)
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int i;
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for( i = 0; i < 3; i++)
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{
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{
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m_equilibriumPoint[i] = m_calculatedLinearDiff[i];
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m_equilibriumPoint[i] = m_calculatedLinearDiff[i];
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}
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}
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for(int i = 0; i < 3; i++)
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for(i = 0; i < 3; i++)
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{
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{
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m_equilibriumPoint[i + 3] = m_calculatedAxisAngleDiff[i];
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m_equilibriumPoint[i + 3] = m_calculatedAxisAngleDiff[i];
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}
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}
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@@ -523,11 +523,13 @@ void btSoftBody::setVolumeMass(btScalar mass)
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{
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{
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btAlignedObjectArray<btScalar> ranks;
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btAlignedObjectArray<btScalar> ranks;
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ranks.resize(m_nodes.size(),0);
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ranks.resize(m_nodes.size(),0);
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for(int i=0;i<m_nodes.size();++i)
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int i;
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for(i=0;i<m_nodes.size();++i)
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{
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{
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m_nodes[i].m_im=0;
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m_nodes[i].m_im=0;
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}
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}
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for(int i=0;i<m_tetras.size();++i)
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for(i=0;i<m_tetras.size();++i)
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{
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{
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const Tetra& t=m_tetras[i];
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const Tetra& t=m_tetras[i];
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for(int j=0;j<4;++j)
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for(int j=0;j<4;++j)
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@@ -536,7 +538,7 @@ for(int i=0;i<m_tetras.size();++i)
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ranks[int(t.m_n[j]-&m_nodes[0])]+=1;
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ranks[int(t.m_n[j]-&m_nodes[0])]+=1;
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}
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}
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}
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}
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for(int i=0;i<m_nodes.size();++i)
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for( i=0;i<m_nodes.size();++i)
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{
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{
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if(m_nodes[i].m_im>0)
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if(m_nodes[i].m_im>0)
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{
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{
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