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authorCampbell Barton <ideasman42@gmail.com>2012-05-28 00:13:59 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-05-28 00:13:59 +0400
commit032d83ecc411428a768e0b405fe73066dc6640ea (patch)
treef04c110b845544ca2ffab7a66c584423d769519b /source/blender/blenkernel/intern/anim_sys.c
parentb65c9711fef4efbb868156a490a295457a0ad69e (diff)
style cleanup: defines with braces
Diffstat (limited to 'source/blender/blenkernel/intern/anim_sys.c')
-rw-r--r--source/blender/blenkernel/intern/anim_sys.c13
1 files changed, 7 insertions, 6 deletions
diff --git a/source/blender/blenkernel/intern/anim_sys.c b/source/blender/blenkernel/intern/anim_sys.c
index 805db8f5171..1358c2e34a8 100644
--- a/source/blender/blenkernel/intern/anim_sys.c
+++ b/source/blender/blenkernel/intern/anim_sys.c
@@ -744,7 +744,7 @@ void BKE_animdata_main_cb(Main *mainptr, ID_AnimData_Edit_Callback func, void *u
for (id = first; id; id = id->next) { \
AnimData *adt = BKE_animdata_from_id(id); \
if (adt) func(id, adt, user_data); \
- }
+ } (void)0
/* "embedded" nodetree cases (i.e. scene/material/texture->nodetree) */
#define ANIMDATA_NODETREE_IDS_CB(first, NtId_Type) \
@@ -756,7 +756,7 @@ void BKE_animdata_main_cb(Main *mainptr, ID_AnimData_Edit_Callback func, void *u
if (adt2) func(id, adt2, user_data); \
} \
if (adt) func(id, adt, user_data); \
- }
+ } (void)0
/* nodes */
ANIMDATA_IDS_CB(mainptr->nodetree.first);
@@ -828,7 +828,7 @@ void BKE_all_animdata_fix_paths_rename(ID *ref_id, const char *prefix, const cha
for (id = first; id; id = id->next) { \
AnimData *adt = BKE_animdata_from_id(id); \
BKE_animdata_fix_paths_rename(id, adt, ref_id, prefix, oldName, newName, 0, 0, 1); \
- }
+ } (void)0
/* another version of this macro for nodetrees */
#define RENAMEFIX_ANIM_NODETREE_IDS(first, NtId_Type) \
@@ -840,7 +840,7 @@ void BKE_all_animdata_fix_paths_rename(ID *ref_id, const char *prefix, const cha
BKE_animdata_fix_paths_rename((ID *)ntp, adt2, ref_id, prefix, oldName, newName, 0, 0, 1); \
} \
BKE_animdata_fix_paths_rename(id, adt, ref_id, prefix, oldName, newName, 0, 0, 1); \
- }
+ } (void)0
/* nodes */
RENAMEFIX_ANIM_IDS(mainptr->nodetree.first);
@@ -2266,7 +2266,8 @@ void BKE_animsys_evaluate_all_animation(Main *main, Scene *scene, float ctime)
AnimData *adt = BKE_animdata_from_id(id); \
BKE_animsys_evaluate_animdata(scene, id, adt, ctime, aflag); \
} \
- }
+ } (void)0
+
/* another macro for the "embedded" nodetree cases
* - this is like EVAL_ANIM_IDS, but this handles the case "embedded nodetrees"
* (i.e. scene/material/texture->nodetree) which we need a special exception
@@ -2284,7 +2285,7 @@ void BKE_animsys_evaluate_all_animation(Main *main, Scene *scene, float ctime)
} \
BKE_animsys_evaluate_animdata(scene, id, adt, ctime, aflag); \
} \
- }
+ } (void)0
/* optimization:
* when there are no actions, don't go over database and loop over heaps of datablocks,