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authorBenoit Bolsee <benoit.bolsee@online.be>2008-09-25 20:19:07 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-09-25 20:19:07 +0400
commitc9c9b2e8332786128fa078acb598987a3b419b5c (patch)
tree3e46a8828b8836620b9ae47ce841eee04c720c54 /source/gameengine/Converter/KX_ConvertProperties.cpp
parent04fa0fd8692dcf402d212245293f5082bb08d630 (diff)
BGE patch: add Debug button next to object state. The object state mask will be printed at runtime with the debug info as a comma separated list of state numbers (1..30) for each active state bit. The reserved property name __state__ is used for that purpose (users should not create a property with that name).
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertProperties.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertProperties.cpp8
1 files changed, 6 insertions, 2 deletions
diff --git a/source/gameengine/Converter/KX_ConvertProperties.cpp b/source/gameengine/Converter/KX_ConvertProperties.cpp
index aae8752671f..dfbc6f0c48d 100644
--- a/source/gameengine/Converter/KX_ConvertProperties.cpp
+++ b/source/gameengine/Converter/KX_ConvertProperties.cpp
@@ -132,6 +132,10 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan
prop = prop->next;
}
-
-
+ // check if state needs to be debugged
+ if (object->scaflag & OB_DEBUGSTATE)
+ {
+ // reserve name for object state
+ scene->AddDebugProperty(gameobj,STR_String("__state__"));
+ }
}