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[GEN][ZH] Fix missing return value of StateMachine::Num_Refs() (#1082)
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Generals/Code/GameEngine/Include/Common/StateMachine.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -266,7 +266,7 @@ class StateMachine : public MemoryPoolObject, public Snapshot
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void Add_Ref() const { m_refCount.Add_Ref(); }
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void Release_Ref() const { m_refCount.Release_Ref(MemoryPoolObject::deleteInstanceInternal, this); }
269-
void Num_Refs() const { m_refCount.Num_Refs(); }
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UnsignedByte Num_Refs() const { return m_refCount.Num_Refs(); }
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StateID getCurrentStateID() const { return m_currentState ? m_currentState->getID() : INVALID_STATE_ID; } ///< return the id of the current state of the machine
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Bool isInIdleState() const { return m_currentState ? m_currentState->isIdle() : true; } // stateless things are considered 'idle'

GeneralsMD/Code/GameEngine/Include/Common/StateMachine.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -267,7 +267,7 @@ class StateMachine : public MemoryPoolObject, public Snapshot
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void Add_Ref() const { m_refCount.Add_Ref(); }
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void Release_Ref() const { m_refCount.Release_Ref(MemoryPoolObject::deleteInstanceInternal, this); }
270-
void Num_Refs() const { m_refCount.Num_Refs(); }
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UnsignedByte Num_Refs() const { return m_refCount.Num_Refs(); }
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StateID getCurrentStateID() const { return m_currentState ? m_currentState->getID() : INVALID_STATE_ID; } ///< return the id of the current state of the machine
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Bool isInIdleState() const { return m_currentState ? m_currentState->isIdle() : true; } // stateless things are considered 'idle'

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