Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2012-07-01 02:49:33 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-07-01 02:49:33 +0400
commit8b865c01cd659006a721f4db3d6796d618c35d3c (patch)
tree96c49858e2b2fd36b5fa7c045d2fca966f1689a5 /source/gameengine
parent273f56ace03e1556df17b8a6e7e4343bf73726e5 (diff)
style cleanup: comments
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/GameLogic/SCA_IInputDevice.h10
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp4
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.cpp6
-rw-r--r--source/gameengine/GameLogic/SCA_PythonController.cpp15
-rw-r--r--source/gameengine/GamePlayer/common/GPC_Canvas.h2
-rw-r--r--source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h14
6 files changed, 25 insertions, 26 deletions
diff --git a/source/gameengine/GameLogic/SCA_IInputDevice.h b/source/gameengine/GameLogic/SCA_IInputDevice.h
index 01f525f8eb7..0382a2efd21 100644
--- a/source/gameengine/GameLogic/SCA_IInputDevice.h
+++ b/source/gameengine/GameLogic/SCA_IInputDevice.h
@@ -274,14 +274,14 @@ public:
protected:
/**
- m_eventStatusTables are two tables that contain current and previous
- status of all events
- */
+ * m_eventStatusTables are two tables that contain current and previous
+ * status of all events
+ */
SCA_InputEvent m_eventStatusTables[2][SCA_IInputDevice::KX_MAX_KEYS];
/**
- m_currentTable is index for m_keyStatusTable that toggle between 0 or 1
- */
+ * m_currentTable is index for m_keyStatusTable that toggle between 0 or 1
+ */
int m_currentTable;
void ClearStatusTable(int tableid);
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index 6543d16d469..1263514d475 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -56,7 +56,7 @@ SCA_LogicManager::~SCA_LogicManager()
assert(m_activeActuators.Empty());
}
-/*
+#if 0
// this kind of fixes bug 398 but breakes games, so better leave it out for now.
// a removed object's gameobject (and logicbricks and stuff) didn't get released
// because it was still in the m_mapStringToGameObjects map.
@@ -77,7 +77,7 @@ void SCA_LogicManager::RemoveGameObject(const STR_String& gameobjname)
m_mapStringToGameObjects.remove(gameobjname);
}
-*/
+#endif
void SCA_LogicManager::RegisterEventManager(SCA_EventManager* eventmgr)
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.cpp b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
index ce183b37498..a92ffac4129 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
@@ -318,9 +318,9 @@ CValue* SCA_PropertySensor::FindIdentifier(const STR_String& identifiername)
int SCA_PropertySensor::validValueForProperty(void *self, const PyAttributeDef*)
{
- /* If someone actually do type checking please make sure the 'max' and 'min'
- are checked as well (currently they are calling the PrecalculateRangeExpression
- function directly */
+ /* If someone actually do type checking please make sure the 'max' and 'min'
+ * are checked as well (currently they are calling the PrecalculateRangeExpression
+ * function directly */
/* There is no type checking at this moment, unfortunately... */
return 0;
diff --git a/source/gameengine/GameLogic/SCA_PythonController.cpp b/source/gameengine/GameLogic/SCA_PythonController.cpp
index 94a8628ca79..ab7f57a5454 100644
--- a/source/gameengine/GameLogic/SCA_PythonController.cpp
+++ b/source/gameengine/GameLogic/SCA_PythonController.cpp
@@ -71,21 +71,19 @@ SCA_PythonController::SCA_PythonController(SCA_IObject* gameobj, int mode)
}
-/*
+#if 0
//debugging
-CValue* SCA_PythonController::AddRef()
+CValue *SCA_PythonController::AddRef()
{
//printf("AddRef refcount = %i\n",GetRefCount());
return CValue::AddRef();
}
-int SCA_PythonController::Release()
+int SCA_PythonController::Release()
{
//printf("Release refcount = %i\n",GetRefCount());
return CValue::Release();
}
-*/
-
-
+#endif
SCA_PythonController::~SCA_PythonController()
{
@@ -122,13 +120,14 @@ CValue* SCA_PythonController::GetReplica()
if (m_pythondictionary)
replica->m_pythondictionary = PyDict_Copy(m_pythondictionary);
- /*
+#if 0
// The other option is to incref the replica->m_pythondictionary -
// the replica objects can then share data.
if (m_pythondictionary)
Py_INCREF(replica->m_pythondictionary);
- */
#endif
+
+#endif /* WITH_PYTHON */
// this will copy properties and so on...
replica->ProcessReplica();
diff --git a/source/gameengine/GamePlayer/common/GPC_Canvas.h b/source/gameengine/GamePlayer/common/GPC_Canvas.h
index cd2bc7e374e..0e26c5ad729 100644
--- a/source/gameengine/GamePlayer/common/GPC_Canvas.h
+++ b/source/gameengine/GamePlayer/common/GPC_Canvas.h
@@ -87,7 +87,7 @@ protected:
/** Height of the context. */
int m_height;
/** Rect that defines the area used for rendering,
- relative to the context */
+ * relative to the context */
RAS_Rect m_displayarea;
/** Storage for the banners to display. */
diff --git a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
index 5183f77176c..9c109168b18 100644
--- a/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
+++ b/source/gameengine/Physics/Dummy/DummyPhysicsEnvironment.h
@@ -35,13 +35,13 @@
#include "PHY_IPhysicsEnvironment.h"
/**
-* DummyPhysicsEnvironment is an empty placeholder
-* Alternatives are ODE,Sumo and Dynamo PhysicsEnvironments
-* Use DummyPhysicsEnvironment as a base to integrate your own physics engine
-* Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
-*
-* A derived class may be able to 'construct' entities by loading and/or converting
-*/
+ * DummyPhysicsEnvironment is an empty placeholder
+ * Alternatives are ODE,Sumo and Dynamo PhysicsEnvironments
+ * Use DummyPhysicsEnvironment as a base to integrate your own physics engine
+ * Physics Environment takes care of stepping the simulation and is a container for physics entities (rigidbodies,constraints, materials etc.)
+ *
+ * A derived class may be able to 'construct' entities by loading and/or converting
+ */
class DummyPhysicsEnvironment : public PHY_IPhysicsEnvironment
{