diff options
Diffstat (limited to 'source/blender/editors/space_logic/logic_window.c')
-rw-r--r-- | source/blender/editors/space_logic/logic_window.c | 12 |
1 files changed, 4 insertions, 8 deletions
diff --git a/source/blender/editors/space_logic/logic_window.c b/source/blender/editors/space_logic/logic_window.c index 07d47e64be2..4a301277ff3 100644 --- a/source/blender/editors/space_logic/logic_window.c +++ b/source/blender/editors/space_logic/logic_window.c @@ -1616,8 +1616,7 @@ static short draw_sensorbuttons(Object *ob, bSensor *sens, uiBlock *block, short "Specify which button to use"); } } - else if(joy->type == SENS_JOY_AXIS) - { + else if(joy->type == SENS_JOY_AXIS) { uiDefButS(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19, &joy->axis, 1, 8.0, 100, 0, "Specify which axis pair to use, 1 is useually the main direction input"); @@ -1633,8 +1632,7 @@ static short draw_sensorbuttons(Object *ob, bSensor *sens, uiBlock *block, short "The direction of the axis, use 'All Events' to receive events on any direction"); } } - else if (joy->type == SENS_JOY_HAT) - { + else if (joy->type == SENS_JOY_HAT) { uiDefButI(block, NUM, 1, "Number:", xco+10, yco-68, 0.46 * (width-20), 19, &joy->hat, 1, 4.0, 100, 0, "Specify which hat to use"); @@ -2547,8 +2545,7 @@ static short draw_actuatorbuttons(Main *bmain, Object *ob, bActuator *act, uiBlo // uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, sizeof(gma->loadaniname), 0, 0, "Use this loadinganimation"); } #if 0 - else if (gma->type == ACT_GAME_START) - { + else if (gma->type == ACT_GAME_START) { ysize = 68; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); @@ -2557,8 +2554,7 @@ static short draw_actuatorbuttons(Main *bmain, Object *ob, bActuator *act, uiBlo uiDefBut(block, TEX, 1, "Anim: ", xco+10, yco-64,width-20,19, &(gma->loadaniname), 0, sizeof(gma->loadaniname), 0, 0, "Use this loadinganimation"); } #endif - else if (ELEM4(gma->type, ACT_GAME_RESTART, ACT_GAME_QUIT, ACT_GAME_SAVECFG, ACT_GAME_LOADCFG)) - { + else if (ELEM4(gma->type, ACT_GAME_RESTART, ACT_GAME_QUIT, ACT_GAME_SAVECFG, ACT_GAME_LOADCFG)) { ysize = 28; glRects(xco, yco-ysize, xco+width, yco); uiEmboss((float)xco, (float)yco-ysize, (float)xco+width, (float)yco, 1); |