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Diffstat (limited to 'source/gameengine/GameLogic/SCA_IObject.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp
index 526e695e792..c5eab53d67e 100644
--- a/source/gameengine/GameLogic/SCA_IObject.cpp
+++ b/source/gameengine/GameLogic/SCA_IObject.cpp
@@ -60,7 +60,7 @@ SCA_IObject::~SCA_IObject()
(*its)->Delete();
//((CValue*)(*its))->Release();
}
- SCA_ControllerList::iterator itc;
+ SCA_ControllerList::iterator itc;
for (itc = m_controllers.begin(); !(itc == m_controllers.end()); ++itc)
{
//Use Delete for controller to ensure proper cleaning (expression controller)
@@ -250,7 +250,7 @@ SCA_IActuator* SCA_IObject::FindActuator(const STR_String& actuatorname)
void SCA_IObject::Suspend()
{
- if ((!m_ignore_activity_culling)
+ if ((!m_ignore_activity_culling)
&& (!m_suspended)) {
m_suspended = true;
/* flag suspend for all sensors */
@@ -286,8 +286,8 @@ void SCA_IObject::SetState(unsigned int state)
// 1) set the new state bits that are 1
// 2) clr the new state bits that are 0
// This to ensure continuity if a sensor is attached to two states
- // that are switching state: no need to deactive and reactive the sensor
-
+ // that are switching state: no need to deactive and reactive the sensor
+
tmpstate = m_state | state;
if (tmpstate != m_state)
{