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Diffstat (limited to 'source/gameengine/Converter/BL_ArmatureObject.cpp')
-rw-r--r--source/gameengine/Converter/BL_ArmatureObject.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Converter/BL_ArmatureObject.cpp b/source/gameengine/Converter/BL_ArmatureObject.cpp
index f4c437c04ec..f9ddc258cfe 100644
--- a/source/gameengine/Converter/BL_ArmatureObject.cpp
+++ b/source/gameengine/Converter/BL_ArmatureObject.cpp
@@ -146,7 +146,7 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
float dstweight;
int i;
- switch (mode){
+ switch (mode) {
case ACTSTRIPMODE_BLEND:
dstweight = 1.0F - srcweight;
break;
@@ -158,7 +158,7 @@ void game_blend_poses(bPose *dst, bPose *src, float srcweight/*, short mode*/)
}
schan= (bPoseChannel*)src->chanbase.first;
- for (dchan = (bPoseChannel*)dst->chanbase.first; dchan; dchan=(bPoseChannel*)dchan->next, schan= (bPoseChannel*)schan->next){
+ for (dchan = (bPoseChannel*)dst->chanbase.first; dchan; dchan=(bPoseChannel*)dchan->next, schan= (bPoseChannel*)schan->next) {
// always blend on all channels since we don't know which one has been set
/* quat interpolation done separate */
if (schan->rotmode == ROT_MODE_QUAT) {
@@ -502,7 +502,7 @@ void BL_ArmatureObject::SetPose(bPose *pose)
bool BL_ArmatureObject::SetActiveAction(BL_ActionActuator *act, short priority, double curtime)
{
- if (curtime != m_lastframe){
+ if (curtime != m_lastframe) {
m_activePriority = 9999;
// compute the timestep for the underlying IK algorithm
m_timestep = curtime-m_lastframe;