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Diffstat (limited to 'source/gameengine/GameLogic/SCA_IActuator.h')
-rw-r--r--source/gameengine/GameLogic/SCA_IActuator.h14
1 files changed, 7 insertions, 7 deletions
diff --git a/source/gameengine/GameLogic/SCA_IActuator.h b/source/gameengine/GameLogic/SCA_IActuator.h
index b63cb633b4e..bca0b1ad764 100644
--- a/source/gameengine/GameLogic/SCA_IActuator.h
+++ b/source/gameengine/GameLogic/SCA_IActuator.h
@@ -92,7 +92,7 @@ public:
KX_ACT_MOUSE,
};
- SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type);
+ SCA_IActuator(SCA_IObject* gameobj, KX_ACTUATOR_TYPE type);
/**
* UnlinkObject(...)
@@ -105,11 +105,11 @@ public:
/**
* Update(...)
- * Update the actuator based upon the events received since
+ * Update the actuator based upon the events received since
* the last call to Update, the current time and deltatime the
* time elapsed in this frame ?
* It is the responsibility of concrete Actuators to clear
- * their event's. This is usually done in the Update() method via
+ * their event's. This is usually done in the Update() method via
* a call to RemoveAllEvents()
*/
@@ -117,9 +117,9 @@ public:
virtual bool Update(double curtime, bool frame);
virtual bool Update();
- /**
+ /**
* Add an event to an actuator.
- */
+ */
//void AddEvent(CValue* event)
void AddEvent(bool event)
{
@@ -131,7 +131,7 @@ public:
virtual void ProcessReplica();
- /**
+ /**
* Return true if all the current events
* are negative. The definition of negative event is
* not immediately clear. But usually refers to key-up events
@@ -159,7 +159,7 @@ public:
virtual void DecLink();
bool IsNoLink() const { return !m_links; }
bool IsType(KX_ACTUATOR_TYPE type) { return m_type == type; }
-
+
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_IActuator")
#endif