diff options
author | Campbell Barton <ideasman42@gmail.com> | 2016-06-18 23:25:54 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2016-06-18 23:33:29 +0300 |
commit | 2465bd90d5a12fbb074f25898ca3f4a6c6def953 (patch) | |
tree | 6d8af123f7d4acbaf00e601c531973523e71c3ff /source/gameengine/Converter | |
parent | d67c07ea49ec06a547b8b4ec287642b83ea6d9c4 (diff) |
Cleanup: style, whitespace, doxy filepaths
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 3 |
2 files changed, 3 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 14dc0d71b83..4751e60996d 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -1366,7 +1366,7 @@ static void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj, /* When the parent is not OB_DYNAMIC and has no OB_COLLISION then it gets no bullet controller * and cant be apart of the parents compound shape, same goes for OB_SOFT_BODY */ if (parent && (parent->gameflag & (OB_DYNAMIC | OB_COLLISION))) { - if( (parent->gameflag & OB_CHILD)!=0 && (blenderobject->gameflag & OB_CHILD) && !(parent->gameflag & OB_SOFT_BODY)) { + if ((parent->gameflag & OB_CHILD)!=0 && (blenderobject->gameflag & OB_CHILD) && !(parent->gameflag & OB_SOFT_BODY)) { isCompoundChild = true; } } diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 455fef0aceb..974dcbca95b 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -394,8 +394,9 @@ void BL_ConvertActuators(const char* maggiename, soundActuatorType); // if we made it mono, we have to free it - if(sound && snd_sound && snd_sound != sound->playback_handle) + if (sound && snd_sound && snd_sound != sound->playback_handle) { AUD_Sound_free(snd_sound); + } tmpsoundact->SetName(bact->name); baseact = tmpsoundact; |