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authorCampbell Barton <ideasman42@gmail.com>2009-06-13 17:02:01 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-06-13 17:02:01 +0400
commitb40eb540d3a49c710bbd10effa9d9db04a915347 (patch)
tree8e25085307896bb83c8fd5b6d8602f0edc006a6f /source/blender
parentc7debe1455f4e48e98ccb7af385dc1b1075f83e6 (diff)
G.sipo was being passed in the BGE when it wasnt needed, just access G.sipo directly.
KX_PythonSeq.cpp - disable the cmpfunc with py3, need to have richcmp.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/src/space.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/src/space.c b/source/blender/src/space.c
index 8ff2b526ae8..1e845376952 100644
--- a/source/blender/src/space.c
+++ b/source/blender/src/space.c
@@ -194,8 +194,8 @@
#include "BLO_sys_types.h" // for intptr_t support
/* maybe we need this defined somewhere else */
-extern void StartKetsjiShell(ScrArea *area, char* startscenename, struct Main* maggie, struct SpaceIpo* sipo,int always_use_expand_framing);
-extern void StartKetsjiShellSimulation(ScrArea *area, char* startscenename, struct Main* maggie, struct SpaceIpo* sipo,int always_use_expand_framing);/*rcruiz*/
+extern void StartKetsjiShell(ScrArea *area, char* startscenename, struct Main* maggie,int always_use_expand_framing);
+extern void StartKetsjiShellSimulation(ScrArea *area, char* startscenename, struct Main* maggie, int always_use_expand_framing);/*rcruiz*/
/**
* When the mipmap setting changes, we want to redraw the view right
@@ -556,7 +556,7 @@ void start_game(void)
space_set_commmandline_options();
SaveState();
- StartKetsjiShell(curarea, startscene->id.name+2, G.main,G.sipo, 1);
+ StartKetsjiShell(curarea, startscene->id.name+2, G.main, 1);
RestoreState();
/* Restart BPY - unload the game engine modules. */
@@ -634,7 +634,7 @@ void start_RBSimulation(void)
space_set_commmandline_options();
SaveState();
- StartKetsjiShellSimulation(curarea, startscene->id.name+2, G.main,G.sipo, 1);
+ StartKetsjiShellSimulation(curarea, startscene->id.name+2, G.main, 1);
RestoreState();
/* Restart BPY - unload the game engine modules. */