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Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ArmatureActuator.cpp12
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;
}