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Diffstat (limited to 'source/gameengine/Converter/KX_ConvertProperties.cpp')
-rw-r--r--source/gameengine/Converter/KX_ConvertProperties.cpp12
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++) {