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authorCampbell Barton <ideasman42@gmail.com>2016-06-18 23:25:54 +0300
committerCampbell Barton <ideasman42@gmail.com>2016-06-18 23:33:29 +0300
commit2465bd90d5a12fbb074f25898ca3f4a6c6def953 (patch)
tree6d8af123f7d4acbaf00e601c531973523e71c3ff /source/gameengine/Converter
parentd67c07ea49ec06a547b8b4ec287642b83ea6d9c4 (diff)
Cleanup: style, whitespace, doxy filepaths
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp2
-rw-r--r--source/gameengine/Converter/KX_ConvertActuators.cpp3
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;