Code cleanup.

Mainly making a few variables const and declaring variables at each place where they are used instead of once at top.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@5856 dfc29bdd-3216-0410-991c-e03cc46cb475
master
cutealien 2019-08-17 20:19:00 +00:00
parent ede858d56f
commit eb02bd0c56
5 changed files with 77 additions and 97 deletions

View File

@ -693,13 +693,11 @@ namespace quake3
inline void dumpVarGroup ( core::stringc &dest, const SVarGroup * group, s32 stack )
{
core::stringc buf;
s32 i;
if ( stack > 0 )
{
buf = "";
for ( i = 0; i < stack - 1; ++i )
for (s32 i = 0; i < stack - 1; ++i )
buf += '\t';
buf += "{\n";
@ -709,7 +707,7 @@ namespace quake3
for ( u32 g = 0; g != group->Variable.size(); ++g )
{
buf = "";
for ( i = 0; i < stack; ++i )
for (s32 i = 0; i < stack; ++i )
buf += '\t';
buf += group->Variable[g].name;
@ -722,13 +720,12 @@ namespace quake3
if ( stack > 1 )
{
buf = "";
for ( i = 0; i < stack - 1; ++i )
for (s32 i = 0; i < stack - 1; ++i )
buf += '\t';
buf += "}\n";
dest.append ( buf );
}
}
/*!
@ -739,12 +736,10 @@ namespace quake3
if ( 0 == shader )
return dest;
const SVarGroup * group;
const u32 size = shader->VarGroup->VariableGroup.size ();
for ( u32 i = 0; i != size; ++i )
{
group = &shader->VarGroup->VariableGroup[ i ];
const SVarGroup * group = &shader->VarGroup->VariableGroup[ i ];
dumpVarGroup ( dest, group, core::clamp( (int)i, 0, 2 ) );
}

View File

@ -113,14 +113,12 @@ inline io::path& deletePathFromPath(io::path& filename, s32 pathCount)
//! 0 means in same directory. 1 means file is direct child of path
inline s32 isInSameDirectory ( const io::path& path, const io::path& file )
{
s32 subA = 0;
s32 subB = 0;
s32 pos;
if ( path.size() && !path.equalsn ( file, path.size() ) )
return -1;
pos = 0;
s32 subA = 0;
s32 subB = 0;
s32 pos = 0;
while ( (pos = path.findNext ( '/', pos )) >= 0 )
{
subA += 1;

View File

@ -958,15 +958,14 @@ public:
string<T> o;
o.reserve(length+1);
s32 i;
if ( !make_lower )
{
for (i=0; i<length; ++i)
for (s32 i=0; i<length; ++i)
o.array[i] = array[i+begin];
}
else
{
for (i=0; i<length; ++i)
for (s32 i=0; i<length; ++i)
o.array[i] = locale_lower ( array[i+begin] );
}

View File

@ -23,19 +23,17 @@ namespace scene
void AngleQuaternion(const core::vector3df& angles, vec4_hl quaternion)
{
double angle;
double sr, sp, sy, cr, cp, cy;
// FIXME: rescale the inputs to 1/2 angle
angle = angles.Z * 0.5;
sy = sin(angle);
cy = cos(angle);
double angle = angles.Z * 0.5;
const double sy = sin(angle);
const double cy = cos(angle);
angle = angles.Y * 0.5;
sp = sin(angle);
cp = cos(angle);
const double sp = sin(angle);
const double cp = cos(angle);
angle = angles.X * 0.5;
sr = sin(angle);
cr = cos(angle);
const double sr = sin(angle);
const double cr = cos(angle);
quaternion[0] = (irr::f32)(sr*cp*cy-cr*sp*sy); // X
quaternion[1] = (irr::f32)(cr*sp*cy+sr*cp*sy); // Y
@ -60,28 +58,26 @@ namespace scene
void QuaternionSlerp( const vec4_hl p, vec4_hl q, f32 t, vec4_hl qt )
{
s32 i;
double omega, cosom, sinom, sclp, sclq;
// decide if one of the quaternions is backwards
f32 a = 0;
f32 b = 0;
for (i = 0; i < 4; i++) {
for (s32 i = 0; i < 4; i++) {
a += (p[i]-q[i])*(p[i]-q[i]);
b += (p[i]+q[i])*(p[i]+q[i]);
}
if (a > b) {
for (i = 0; i < 4; i++) {
for (s32 i = 0; i < 4; i++) {
q[i] = -q[i];
}
}
cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
double sclp, sclq;
const double cosom = p[0]*q[0] + p[1]*q[1] + p[2]*q[2] + p[3]*q[3];
if ((1.f + cosom) > 0.00000001) {
if ((1.f - cosom) > 0.00000001) {
omega = acos( cosom );
sinom = sin( omega );
const double omega = acos( cosom );
const double sinom = sin( omega );
sclp = sin( (1.f - t)*omega) / sinom;
sclq = sin( t*omega ) / sinom;
}
@ -89,7 +85,7 @@ namespace scene
sclp = 1.f - t;
sclq = t;
}
for (i = 0; i < 4; i++) {
for (s32 i = 0; i < 4; i++) {
qt[i] = f32(sclp * p[i] + sclq * q[i]);
}
}
@ -100,7 +96,7 @@ namespace scene
qt[3] = p[2];
sclp = sin( (1.f - t) * 0.5f * core::PI);
sclq = sin( t * 0.5f * core::PI);
for (i = 0; i < 3; i++) {
for (s32 i = 0; i < 3; i++) {
qt[i] = f32(sclp * p[i] + sclq * qt[i]);
}
}
@ -281,13 +277,12 @@ void CAnimatedMeshHalfLife::initModel()
// init Sequences to Animation
KeyFrameInterpolation ipol;
ipol.Name.reserve ( 64 );
u32 i;
AnimList.clear();
FrameCount = 0;
SHalflifeSequence *seq = (SHalflifeSequence*) ((u8*) Header + Header->seqindex);
for ( i = 0; i < Header->numseq; i++)
const SHalflifeSequence *seq = (SHalflifeSequence*) ((u8*) Header + Header->seqindex);
for (u32 i = 0; i < Header->numseq; i++)
{
ipol.Name = seq[i].label;
ipol.StartFrame = FrameCount;
@ -323,13 +318,13 @@ void CAnimatedMeshHalfLife::initModel()
u32 meshBuffer = 0;
BodyList.clear();
const SHalflifeBody *body = (const SHalflifeBody *) ((u8*) Header + Header->bodypartindex);
for (i=0; i < Header->numbodyparts; ++i)
for (u32 i=0; i < Header->numbodyparts; ++i)
{
BodyPart part;
part.name = body[i].name;
part.defaultModel = core::max_ ( 0, (s32) body[i].base - 1 );
SHalflifeModel * model = (SHalflifeModel *)((u8*) Header + body[i].modelindex);
const SHalflifeModel * model = (SHalflifeModel *)((u8*) Header + body[i].modelindex);
for ( u32 g = 0; g < body[i].nummodels; ++g)
{
SubModel sub;
@ -378,7 +373,7 @@ void CAnimatedMeshHalfLife::initModel()
const vec3_hl *studioverts = (vec3_hl *)((u8*)Header + model->vertindex);
const vec3_hl *studionorms = (vec3_hl *)((u8*)Header + model->normindex);
#endif
for (i = 0; i < model->nummesh; ++i)
for (u32 i = 0; i < model->nummesh; ++i)
{
const SHalflifeMesh *mesh = (SHalflifeMesh *)((u8*)Header + model->meshindex) + i;
const SHalflifeTexture *currentex = &tex[skinref[mesh->skinref]];
@ -531,10 +526,6 @@ void CAnimatedMeshHalfLife::buildVertices()
if (SkinGroupSelection != 0 && SkinGroupSelection < TextureHeader->numskinfamilies)
skinref += (SkinGroupSelection * TextureHeader->numskinref);
*/
u32 i;
s32 c,g;
const s16 *tricmd;
u32 meshBufferNr = 0;
for ( u32 bodypart = 0 ; bodypart < Header->numbodyparts; ++bodypart)
{
@ -548,7 +539,7 @@ void CAnimatedMeshHalfLife::buildVertices()
const vec3_hl *studioverts = (vec3_hl *)((u8*)Header + model->vertindex);
for ( i = 0; i < model->numverts; i++)
for (u32 i = 0; i < model->numverts; i++)
{
VectorTransform ( studioverts[i], BoneTransform[vertbone[i]], TransformedVerts[i] );
}
@ -560,20 +551,21 @@ void CAnimatedMeshHalfLife::buildVertices()
VectorTransform ( studionorms[i], BoneTransform[normbone[i]], TransformedNormals[i] );
}
*/
for (i = 0; i < model->nummesh; i++)
for (u32 i = 0; i < model->nummesh; i++)
{
const SHalflifeMesh *mesh = (SHalflifeMesh *)((u8*)Header + model->meshindex) + i;
IMeshBuffer * buffer = MeshIPol->getMeshBuffer ( meshBufferNr++ );
video::S3DVertex* v = (video::S3DVertex* ) buffer->getVertices();
tricmd = (s16*)((u8*)Header + mesh->triindex);
const s16 *tricmd = (s16*)((u8*)Header + mesh->triindex);
s32 c = 0;
while ( (c = *(tricmd++)) )
{
if (c < 0)
c = -c;
for ( g = 0; g < c; ++g, v += 1, tricmd += 4 )
for (s32 g = 0; g < c; ++g, v += 1, tricmd += 4 )
{
// fill vertex
const core::vector3df& av = TransformedVerts[tricmd[0]];
@ -596,17 +588,16 @@ void CAnimatedMeshHalfLife::buildVertices()
*/
void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const core::matrix4 &absoluteTransformation)
{
SHalflifeBone *bone = (SHalflifeBone *) ((u8 *) Header + Header->boneindex);
const SHalflifeBone *bone = (SHalflifeBone *) ((u8 *) Header + Header->boneindex);
video::SColor blue(0xFF000080);
video::SColor red(0xFF800000);
video::SColor yellow(0xFF808000);
video::SColor cyan(0xFF008080);
const video::SColor blue(0xFF000080);
const video::SColor red(0xFF800000);
const video::SColor yellow(0xFF808000);
const video::SColor cyan(0xFF008080);
core::aabbox3df box;
u32 i;
for ( i = 0; i < Header->numbones; i++)
for (u32 i = 0; i < Header->numbones; i++)
{
if (bone[i].parent >= 0)
{
@ -632,9 +623,9 @@ void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const
}
// attachements
SHalflifeAttachment *attach = (SHalflifeAttachment *) ((u8*) Header + Header->attachmentindex);
const SHalflifeAttachment *attach = (SHalflifeAttachment *) ((u8*) Header + Header->attachmentindex);
core::vector3df v[8];
for ( i = 0; i < Header->numattachments; i++)
for (u32 i = 0; i < Header->numattachments; i++)
{
getTransformedBoneVector ( v[0],attach[i].bone,attach[i].org );
getTransformedBoneVector ( v[1],attach[i].bone,attach[i].vectors[0] );
@ -647,12 +638,11 @@ void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const
// hit boxes
SHalflifeBBox *hitbox = (SHalflifeBBox *) ((u8*) Header + Header->hitboxindex);
f32 *bbmin,*bbmax;
vec3_hl v2[8];
for (i = 0; i < Header->numhitboxes; i++)
for (u32 i = 0; i < Header->numhitboxes; i++)
{
bbmin = hitbox[i].bbmin;
bbmax = hitbox[i].bbmax;
f32 *bbmin = hitbox[i].bbmin;
f32 *bbmax = hitbox[i].bbmax;
v2[0][0] = bbmin[0];
v2[0][1] = bbmax[1];
@ -710,8 +700,8 @@ void CAnimatedMeshHalfLife::renderModel(u32 param, IVideoDriver * driver, const
//! Returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail.
IMesh* CAnimatedMeshHalfLife::getMesh(s32 frameInt, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
{
f32 frame = frameInt + (detailLevel * 0.001f);
u32 frameA = core::floor32 ( frame );
const f32 frame = frameInt + (detailLevel * 0.001f);
const u32 frameA = core::floor32 ( frame );
// f32 blend = core::fract ( frame );
SHalflifeSequence *seq = (SHalflifeSequence*) ((u8*) Header + Header->seqindex);
@ -720,7 +710,7 @@ IMesh* CAnimatedMeshHalfLife::getMesh(s32 frameInt, s32 detailLevel, s32 startFr
u32 frameCount = 0;
for (u32 i = 0; i < Header->numseq; ++i)
{
u32 val = core::max_ ( 1, seq[i].numframes - 1 );
const u32 val = core::max_ ( 1, seq[i].numframes - 1 );
if ( frameCount + val > frameA )
{
SequenceIndex = i;
@ -752,22 +742,20 @@ IMesh* CAnimatedMeshHalfLife::getMesh(s32 frameInt, s32 detailLevel, s32 startFr
*/
void CAnimatedMeshHalfLife::initData ()
{
u32 i;
Header = 0;
TextureHeader = 0;
OwnTexModel = false;
for ( i = 0; i < 32; ++i )
for (u32 i = 0; i < 32; ++i )
AnimationHeader[i] = 0;
SequenceIndex = 0;
CurrentFrame = 0.f;
for ( i = 0; i < 5; ++i )
for (u32 i = 0; i < 5; ++i )
BoneController[i] = 0;
for ( i = 0; i < 2; ++i )
for (u32 i = 0; i < 2; ++i )
Blending[i] = 0;
SkinGroupSelection = 0;
@ -853,7 +841,6 @@ void STextureAtlas::getTranslation(const c8* name, core::vector2di& pos)
*/
void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode)
{
u32 i = 0;
u32 w = 0;
u32 w2;
u32 h2;
@ -869,7 +856,7 @@ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode)
// split size
wsum = frame;
for (i = 0; i < atlas.size(); i++)
for (u32 i = 0; i < atlas.size(); i++)
{
// make space
w2 = atlas[i].width + border;
@ -886,7 +873,7 @@ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode)
hsum = frame;
w = frame;
h = 0;
for (i = 0; i < atlas.size(); i++)
for (u32 i = 0; i < atlas.size(); i++)
{
if ( atlas[i].image->getColorFormat() == ECF_A8R8G8B8 )
{
@ -921,7 +908,7 @@ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode)
wsum = core::s32_max ( wsum, w );
// build image
core::dimension2d<u32> dim = core::dimension2d<u32>( wsum, hsum ).getOptimalSize();
const core::dimension2d<u32> dim = core::dimension2d<u32>( wsum, hsum ).getOptimalSize();
IImage* master = new CImage(format, dim);
master->fill(0);
@ -935,16 +922,15 @@ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode)
{0, 1} // ETC_MIRROR
};
s32 a,b;
for (i = 0; i < atlas.size(); i++)
for (u32 i = 0; i < atlas.size(); i++)
{
atlas[i].image->copyTo ( master, atlas[i].pos );
// clamp/wrap ( copy edges, filtering needs it )
for ( b = 0; b < frame; ++b )
for (s32 b = 0; b < frame; ++b )
{
for ( a = 0 - b; a <= (s32) atlas[i].width + b; ++a )
for (s32 a = 0 - b; a <= (s32) atlas[i].width + b; ++a )
{
col[0] = atlas[i].image->getPixel ( core::s32_clamp ( a, 0, atlas[i].width - 1 ), 0 );
col[1] = atlas[i].image->getPixel ( core::s32_clamp ( a, 0, atlas[i].width - 1 ), atlas[i].height - 1 );
@ -953,7 +939,7 @@ void STextureAtlas::create(u32 border, E_TEXTURE_CLAMP texmode)
master->setPixel ( atlas[i].pos.X + a, atlas[i].pos.Y + atlas[i].height - 1 + ( b + 1 ) * 1, col[wrap[texmode][1]] );
}
for ( a = -1 - b; a <= (s32) atlas[i].height + b; ++a )
for (s32 a = -1 - b; a <= (s32) atlas[i].height + b; ++a )
{
col[0] = atlas[i].image->getPixel ( 0, core::s32_clamp ( a, 0, atlas[i].height - 1 ) );
col[1] = atlas[i].image->getPixel ( atlas[i].width - 1, core::s32_clamp ( a, 0, atlas[i].height - 1 ) );
@ -1016,7 +1002,7 @@ SHalflifeHeader* CAnimatedMeshHalfLife::loadModel(io::IReadFile* file, const io:
core::splitFilename(file->getFileName(), &path, &fname, &ext);
TextureBaseName = path + fname + "_";
SHalflifeTexture *tex = (SHalflifeTexture *)(pin + header->textureindex);
const SHalflifeTexture *tex = (SHalflifeTexture *)(pin + header->textureindex);
u32 *palette = new u32[256];
for (u32 i = 0; i < header->numtextures; ++i)
{
@ -1109,7 +1095,7 @@ f32 CAnimatedMeshHalfLife::SetController( s32 controllerIndex, f32 value )
}
}
s32 range = controllerIndex == MOUTH_CONTROLLER ? 64 : 255;
const s32 range = controllerIndex == MOUTH_CONTROLLER ? 64 : 255;
s32 setting = (s32) ( (f32) range * (value - bonecontroller->start) / (bonecontroller->end - bonecontroller->start));
@ -1184,7 +1170,6 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const
{
const u8 *phdr = (const u8*) Header;
const SHalflifeHeader * hdr = Header;
u32 i;
if (level == 0)
{
@ -1228,7 +1213,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const
printf("flags: %d\n\n", hdr->flags);
printf("numbones: %u\n", hdr->numbones);
for (i = 0; i < hdr->numbones; i++)
for (u32 i = 0; i < hdr->numbones; i++)
{
const SHalflifeBone *bone = (const SHalflifeBone *) (phdr + hdr->boneindex);
printf("bone %u.name: \"%s\"\n", i + 1, bone[i].name);
@ -1241,7 +1226,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const
printf("\nnumbonecontrollers: %u\n", hdr->numbonecontrollers);
const SHalflifeBoneController *bonecontrollers = (const SHalflifeBoneController *) (phdr + hdr->bonecontrollerindex);
for (i = 0; i < hdr->numbonecontrollers; i++)
for (u32 i = 0; i < hdr->numbonecontrollers; i++)
{
printf("bonecontroller %u.bone: %d\n", i + 1, bonecontrollers[i].bone);
printf("bonecontroller %u.type: %d\n", i + 1, bonecontrollers[i].type);
@ -1253,7 +1238,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const
printf("\nnumhitboxes: %u\n", hdr->numhitboxes);
const SHalflifeBBox *box = (const SHalflifeBBox *) (phdr + hdr->hitboxindex);
for (i = 0; i < hdr->numhitboxes; i++)
for (u32 i = 0; i < hdr->numhitboxes; i++)
{
printf("hitbox %u.bone: %d\n", i + 1, box[i].bone);
printf("hitbox %u.group: %d\n", i + 1, box[i].group);
@ -1263,7 +1248,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const
printf("\nnumseq: %u\n", hdr->numseq);
const SHalflifeSequence *seq = (const SHalflifeSequence *) (phdr + hdr->seqindex);
for (i = 0; i < hdr->numseq; i++)
for (u32 i = 0; i < hdr->numseq; i++)
{
printf("seqdesc %u.label: \"%s\"\n", i + 1, seq[i].label);
printf("seqdesc %u.fps: %f\n", i + 1, seq[i].fps);
@ -1272,7 +1257,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const
}
printf("\nnumseqgroups: %u\n", hdr->numseqgroups);
for (i = 0; i < hdr->numseqgroups; i++)
for (u32 i = 0; i < hdr->numseqgroups; i++)
{
const SHalflifeSequenceGroup *group = (const SHalflifeSequenceGroup *) (phdr + hdr->seqgroupindex);
printf("\nseqgroup %u.label: \"%s\"\n", i + 1, group[i].label);
@ -1285,16 +1270,16 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const
printf("\nnumbodyparts: %u\n", hdr->numbodyparts);
const SHalflifeBody *pbodyparts = (const SHalflifeBody*) ((const u8*) hdr + hdr->bodypartindex);
for (i = 0; i < hdr->numbodyparts; i++)
for (u32 i = 0; i < hdr->numbodyparts; i++)
{
printf("bodypart %u.name: \"%s\"\n", i + 1, pbodyparts[i].name);
printf("bodypart %u.nummodels: %u\n", i + 1, pbodyparts[i].nummodels);
printf("bodypart %u.base: %u\n", i + 1, pbodyparts[i].base);
printf("bodypart %d.modelindex: %u\n", i + 1, pbodyparts[i].modelindex);
printf("bodypart %u.modelindex: %u\n", i + 1, pbodyparts[i].modelindex);
}
printf("\nnumattachments: %u\n", hdr->numattachments);
for (i = 0; i < hdr->numattachments; i++)
for (u32 i = 0; i < hdr->numattachments; i++)
{
const SHalflifeAttachment *attach = (const SHalflifeAttachment *) ((const u8*) hdr + hdr->attachmentindex);
printf("attachment %u.name: \"%s\"\n", i + 1, attach[i].name);
@ -1305,7 +1290,7 @@ void CAnimatedMeshHalfLife::dumpModelInfo(u32 level) const
printf("textureindex: %u\n", hdr->textureindex);
printf("texturedataindex: %u\n", hdr->texturedataindex);
const SHalflifeTexture *ptextures = (const SHalflifeTexture *) ((const u8*) hdr + hdr->textureindex);
for (i = 0; i < hdr->numtextures; i++)
for (u32 i = 0; i < hdr->numtextures; i++)
{
printf("texture %u.name: \"%s\"\n", i + 1, ptextures[i].name);
printf("texture %u.flags: %d\n", i + 1, ptextures[i].flags);
@ -1490,8 +1475,8 @@ void CAnimatedMeshHalfLife::calcBonePosition(const s32 frame, f32 s,
void CAnimatedMeshHalfLife::calcRotations(vec3_hl *pos, vec4_hl *q,
SHalflifeSequence *seq, SHalflifeAnimOffset *anim, f32 f)
{
s32 frame = (s32)f;
f32 s = (f - frame);
const s32 frame = (s32)f;
const f32 s = (f - frame);
// add in programatic controllers
calcBoneAdj();
@ -1616,7 +1601,7 @@ void CAnimatedMeshHalfLife::setUpBones()
}
}
SHalflifeBone *bone = (SHalflifeBone *)((u8*) Header + Header->boneindex);
const SHalflifeBone *bone = (SHalflifeBone *)((u8*) Header + Header->boneindex);
for (u32 i = 0; i < Header->numbones; i++)
{

View File

@ -241,7 +241,7 @@
<Rule Id="C26402" Action="None" />
<Rule Id="C26408" Action="None" />
<Rule Id="C26409" Action="None" />
<Rule Id="C26426" Action="Warning" />
<Rule Id="C26426" Action="None" />
<Rule Id="C26429" Action="None" />
<Rule Id="C26431" Action="None" />
<Rule Id="C26432" Action="None" />
@ -256,17 +256,20 @@
<Rule Id="C26451" Action="None" />
<Rule Id="C26455" Action="None" />
<Rule Id="C26466" Action="None" />
<Rule Id="C26472" Action="None" />
<Rule Id="C26477" Action="None" />
<Rule Id="C26481" Action="None" />
<Rule Id="C26482" Action="None" />
<Rule Id="C26485" Action="None" />
<Rule Id="C26486" Action="None" />
<Rule Id="C26489" Action="None" />
<Rule Id="C26491" Action="None" />
<Rule Id="C26493" Action="None" />
<Rule Id="C26494" Action="Warning" />
<Rule Id="C26495" Action="None" />
<Rule Id="C26496" Action="Warning" />
<Rule Id="C26497" Action="None" />
<Rule Id="C28251" Action="None" />
<Rule Id="C6326" Action="None" />
</Rules>
</RuleSet>