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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-04-11 06:50:02 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-04-11 06:50:02 +0400
commitae9233a5b05ebfc925fd542afbdb3bb9220ed65c (patch)
tree46ed278ee54325ca98540163edf9ea5dd4a88c7f /source/gameengine/Network
parentd3e88eae711e2fd5d678ed555268647e28a9fc18 (diff)
1. Check material names passed to the physics engine (for collision sensors.)
Consider: gameobj->getClientInfo()->m_auxilary_info = (matname ? (void*)(matname+2) : NULL); It works if matname is "MAblah", but not if matname is "". 2. Added constructor for struct RAS_CameraData. 3. Added initializers to the struct KX_ClientObjectInfo constructor 4. Collision sensors won't detect near sensors. 5. A stack of minor tweaks, adjusting whitespace, using ++it for stl stuff.
Diffstat (limited to 'source/gameengine/Network')
-rw-r--r--source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp b/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp
index fe135210b91..ec86e510c49 100644
--- a/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp
+++ b/source/gameengine/Network/LoopBackNetwork/NG_LoopBackNetworkDeviceInterface.cpp
@@ -92,7 +92,7 @@ vector<NG_NetworkMessage*> NG_LoopBackNetworkDeviceInterface::RetrieveNetworkMes
vector<NG_NetworkMessage*> messages;
std::deque<NG_NetworkMessage*>::iterator mesit=m_messages[m_currentQueue].begin();
- for (; !(mesit == m_messages[m_currentQueue].end());mesit++)
+ for (; !(mesit == m_messages[m_currentQueue].end()); ++mesit)
{
// We don't increase the reference count for these messages. We