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authorNathan Letwory <nathan@letworyinteractive.com>2008-12-25 00:23:07 +0300
committerNathan Letwory <nathan@letworyinteractive.com>2008-12-25 00:23:07 +0300
commit13e8e936b3d4a252ca734bbb537722d7a1f1e7cf (patch)
tree4cd29a33930240337e3fd313ea86fb6ca1dc7bfc /source/gameengine/Converter/KX_ConvertProperties.cpp
parentfebb2c21e4fce4fbbbcc30bbab295b745920a062 (diff)
2.5 BGE
* dna property types had define names renamed for RNA, do that here too.
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertProperties.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertProperties.cpp96
1 files changed, 48 insertions, 48 deletions
diff --git a/source/gameengine/Converter/KX_ConvertProperties.cpp b/source/gameengine/Converter/KX_ConvertProperties.cpp
index dfbc6f0c48d..53769dc30a1 100644
--- a/source/gameengine/Converter/KX_ConvertProperties.cpp
+++ b/source/gameengine/Converter/KX_ConvertProperties.cpp
@@ -66,58 +66,58 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan
show_debug_info = bool (prop->flag & PROP_DEBUG);
switch(prop->type) {
- case PROP_BOOL:
- {
- propval = new CBoolValue((bool)(prop->data != 0));
- gameobj->SetProperty(prop->name,propval);
- //promp->poin= &prop->data;
- break;
- }
- case PROP_INT:
- {
- propval = new CIntValue((int)prop->data);
- gameobj->SetProperty(prop->name,propval);
- break;
- }
- case PROP_FLOAT:
- {
- //prop->poin= &prop->data;
- float floatprop = *((float*)&prop->data);
- propval = new CFloatValue(floatprop);
- gameobj->SetProperty(prop->name,propval);
- }
- break;
- case PROP_STRING:
- {
- //prop->poin= callocN(MAX_PROPSTRING, "property string");
- propval = new CStringValue((char*)prop->poin,"");
- gameobj->SetProperty(prop->name,propval);
+ case GPROP_BOOL:
+ {
+ propval = new CBoolValue((bool)(prop->data != 0));
+ gameobj->SetProperty(prop->name,propval);
+ //promp->poin= &prop->data;
+ break;
+ }
+ case GPROP_INT:
+ {
+ propval = new CIntValue((int)prop->data);
+ gameobj->SetProperty(prop->name,propval);
+ break;
+ }
+ case GPROP_FLOAT:
+ {
+ //prop->poin= &prop->data;
+ float floatprop = *((float*)&prop->data);
+ propval = new CFloatValue(floatprop);
+ gameobj->SetProperty(prop->name,propval);
+ }
break;
- }
- case PROP_TIME:
- {
- float floatprop = *((float*)&prop->data);
-
- CValue* timeval = new CFloatValue(floatprop);
- // set a subproperty called 'timer' so that
- // we can register the replica of this property
- // at the time a game object is replicated (AddObjectActuator triggers this)
- CValue *bval = new CBoolValue(true);
- timeval->SetProperty("timer",bval);
- bval->Release();
- if (isInActiveLayer)
+ case GPROP_STRING:
{
- timemgr->AddTimeProperty(timeval);
+ //prop->poin= callocN(MAX_PROPSTRING, "property string");
+ propval = new CStringValue((char*)prop->poin,"");
+ gameobj->SetProperty(prop->name,propval);
+ break;
}
-
- propval = timeval;
- gameobj->SetProperty(prop->name,timeval);
+ case GPROP_TIME:
+ {
+ float floatprop = *((float*)&prop->data);
- }
- default:
- {
- // todo make an assert etc.
- }
+ CValue* timeval = new CFloatValue(floatprop);
+ // set a subproperty called 'timer' so that
+ // we can register the replica of this property
+ // at the time a game object is replicated (AddObjectActuator triggers this)
+ CValue *bval = new CBoolValue(true);
+ timeval->SetProperty("timer",bval);
+ bval->Release();
+ if (isInActiveLayer)
+ {
+ timemgr->AddTimeProperty(timeval);
+ }
+
+ propval = timeval;
+ gameobj->SetProperty(prop->name,timeval);
+
+ }
+ default:
+ {
+ // todo make an assert etc.
+ }
}
if (propval)