diff --git a/spine-c/spine-c/src/spine/Animation.c b/spine-c/spine-c/src/spine/Animation.c index a1d02831c..ea670cff5 100644 --- a/spine-c/spine-c/src/spine/Animation.c +++ b/spine-c/spine-c/src/spine/Animation.c @@ -37,22 +37,22 @@ _SP_ARRAY_IMPLEMENT_TYPE(spPropertyIdArray, spPropertyId) _SP_ARRAY_IMPLEMENT_TYPE(spTimelineArray, spTimeline *) spAnimation *spAnimation_create(const char *name, spTimelineArray *timelines, float duration) { - int i, n, totalCount = 0; - spAnimation *self = NEW(spAnimation); - MALLOC_STR(self->name, name); - self->timelines = timelines != NULL ? timelines : spTimelineArray_create(1); - timelines = self->timelines; + int i, n, totalCount = 0; + spAnimation *self = NEW(spAnimation); + MALLOC_STR(self->name, name); + self->timelines = timelines != NULL ? timelines : spTimelineArray_create(1); + timelines = self->timelines; - for (i = 0, n = timelines->size; i < n; i++) - totalCount += timelines->items[i]->propertyIdsCount; - self->timelineIds = spPropertyIdArray_create(totalCount); + for (i = 0, n = timelines->size; i < n; i++) + totalCount += timelines->items[i]->propertyIdsCount; + self->timelineIds = spPropertyIdArray_create(totalCount); - for (i = 0, n = timelines->size; i < n; i++) { - spPropertyIdArray_addAllValues(self->timelineIds, timelines->items[i]->propertyIds, 0, - timelines->items[i]->propertyIdsCount); - } - self->duration = duration; - return self; + for (i = 0, n = timelines->size; i < n; i++) { + spPropertyIdArray_addAllValues(self->timelineIds, timelines->items[i]->propertyIds, 0, + timelines->items[i]->propertyIdsCount); + } + self->duration = duration; + return self; } void spAnimation_dispose(spAnimation *self) { diff --git a/spine-c/spine-c/src/spine/SkeletonBinary.c b/spine-c/spine-c/src/spine/SkeletonBinary.c index 2a97d5e5b..b15494aa8 100644 --- a/spine-c/spine-c/src/spine/SkeletonBinary.c +++ b/spine-c/spine-c/src/spine/SkeletonBinary.c @@ -970,8 +970,8 @@ static void _readVertices(spSkeletonBinary *self, _dataInput *input, int *bonesC return; } - weights = spFloatArray_create(verticesLength * 3 * 3); - bones = spIntArray_create(verticesLength * 3); + weights = spFloatArray_create(verticesLength * 3 * 3); + bones = spIntArray_create(verticesLength * 3); for (i = 0; i < vertexCount; ++i) { int boneCount = readVarint(input, 1);