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authorCampbell Barton <ideasman42@gmail.com>2012-09-16 08:58:18 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-09-16 08:58:18 +0400
commit2fb82920059257fd7ac8e33bfe53de13e7ed53bd (patch)
treecb8de3a839cb9878d0869d4e436a235346109c16 /source/gameengine/Converter/BL_ArmatureObject.cpp
parentc2a1dcf6218cbd56126a5deb1aeaf212d67e54cb (diff)
style cleanup
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index 7174a563efa..da73d7a762a 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -430,7 +430,7 @@ void BL_ArmatureObject::ProcessReplica()
m_pose = NULL;
m_framePose = NULL;
- game_copy_pose(&m_pose, pose, 1);
+ game_copy_pose(&m_pose, pose, 1);
}
void BL_ArmatureObject::ReParentLogic()
@@ -521,7 +521,7 @@ bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority,
SetPose(m_framePose);
if (m_activeAct && (m_activeAct!=act))
/* Reset the blend timer since this new action cancels the old one */
- m_activeAct->SetBlendTime(0.0);
+ m_activeAct->SetBlendTime(0.0);
}
m_activeAct = act;
m_activePriority = priority;
@@ -648,12 +648,12 @@ PyAttributeDef BL_ArmatureObject::Attributes[] = {
{NULL} //Sentinel
};
-PyObject* BL_ArmatureObject::pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+PyObject *BL_ArmatureObject::pyattr_get_constraints(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
return KX_PythonSeq_CreatePyObject((static_cast<BL_ArmatureObject*>(self_v))->m_proxy, KX_PYGENSEQ_OB_TYPE_CONSTRAINTS);
}
-PyObject* BL_ArmatureObject::pyattr_get_channels(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
+PyObject *BL_ArmatureObject::pyattr_get_channels(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
{
BL_ArmatureObject* self = static_cast<BL_ArmatureObject*>(self_v);
self->LoadChannels(); // make sure we have the channels