diff options
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertProperties.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertProperties.cpp | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/source/gameengine/Converter/KX_ConvertProperties.cpp b/source/gameengine/Converter/KX_ConvertProperties.cpp index 2cb61207fb5..5dd7d0e4066 100644 --- a/source/gameengine/Converter/KX_ConvertProperties.cpp +++ b/source/gameengine/Converter/KX_ConvertProperties.cpp @@ -65,7 +65,7 @@ void BL_ConvertTextProperty(Object* object, KX_FontObject* fontobj,SCA_TimeEvent void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventManager* timemgr,SCA_IScene* scene, bool isInActiveLayer) { - + bProperty* prop = (bProperty*)object->prop.first; CValue* propval; bool show_debug_info; @@ -108,8 +108,8 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan float floatprop = *((float*)&prop->data); CValue* timeval = new CFloatValue(floatprop); - // set a subproperty called 'timer' so that - // we can register the replica of this property + // set a subproperty called 'timer' so that + // we can register the replica of this property // at the time a game object is replicated (AddObjectActuator triggers this) CValue *bval = new CBoolValue(true); timeval->SetProperty("timer",bval); @@ -118,7 +118,7 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan { timemgr->AddTimeProperty(timeval); } - + propval = timeval; gameobj->SetProperty(prop->name,timeval); @@ -128,7 +128,7 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan // todo make an assert etc. } } - + if (propval) { if (show_debug_info && isInActiveLayer) @@ -138,7 +138,7 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan // done with propval, release it propval->Release(); } - + #ifdef WITH_PYTHON /* Warn if we double up on attributes, this isn't quite right since it wont find inherited attributes however there arnt many */ for (PyAttributeDef *attrdef = KX_GameObject::Attributes; attrdef->m_name; attrdef++) { |