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authorCampbell Barton <ideasman42@gmail.com>2010-12-17 18:37:59 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-12-17 18:37:59 +0300
commit902b239aa8de92d559c7b431eaa4321d9dc2b7cf (patch)
tree511d33069b6c038fc389594cf4607ed6568ba620 /source/gameengine
parentf53e8b78b40084a3e37b59e81798fe8c7b5267e3 (diff)
no functional changes: SETLOOPER macro assumed a scene was defined called 'sce' used to loop over, now make this an argument, helps to make it clear what's going on.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 79afedb5f43..47e31585148 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -227,10 +227,10 @@ static unsigned int KX_Mcol2uint_new(MCol col)
static void SetDefaultFaceType(Scene* scene)
{
default_face_mode = TF_DYNAMIC;
- Scene *sce;
+ Scene *sce_iter;
Base *base;
- for(SETLOOPER(scene,base))
+ for(SETLOOPER(scene, sce_iter, base))
{
if (base->object->type == OB_LAMP)
{
@@ -1931,7 +1931,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
Scene *blenderscene = kxscene->GetBlenderScene();
// for SETLOOPER
- Scene *sce;
+ Scene *sce_iter;
Base *base;
// Get the frame settings of the canvas.
@@ -2012,7 +2012,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
// Beware of name conflict in linked data, it will not crash but will create confusion
// in Python scripting and in certain actuators (replace mesh). Linked scene *should* have
// no conflicting name for Object, Object data and Action.
- for (SETLOOPER(blenderscene, base))
+ for (SETLOOPER(blenderscene, sce_iter, base))
{
Object* blenderobject = base->object;
allblobj.insert(blenderobject);