diff options
Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureActuator.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ArmatureActuator.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureActuator.cpp b/source/gameengine/Converter/BL_ArmatureActuator.cpp index 67cc7d2c291..21364075429 100644 --- a/source/gameengine/Converter/BL_ArmatureActuator.cpp +++ b/source/gameengine/Converter/BL_ArmatureActuator.cpp @@ -41,8 +41,8 @@ /** * This class is the conversion of the Pose channel constraint. * It makes a link between the pose constraint and the KX scene. - * The main purpose is to give access to the constraint target - * to link it to a game object. + * The main purpose is to give access to the constraint target + * to link it to a game object. * It also allows to activate/deactivate constraints during the game. * Later it will also be possible to create constraint on the fly */ @@ -242,18 +242,18 @@ int BL_ArmatureActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBU BL_ArmatureActuator* actuator = static_cast<BL_ArmatureActuator*>(self); KX_GameObject* &target = (!strcmp(attrdef->m_name, "target")) ? actuator->m_gametarget : actuator->m_gamesubtarget; KX_GameObject *gameobj; - + if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &gameobj, true, "actuator.object = value: BL_ArmatureActuator")) return PY_SET_ATTR_FAIL; // ConvertPythonToGameObject sets the error - + if (target != NULL) target->UnregisterActuator(actuator); target = gameobj; - + if (target) target->RegisterActuator(actuator); - + return PY_SET_ATTR_SUCCESS; } |