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Diffstat (limited to 'source/gameengine/GameLogic/SCA_ISensor.h')
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index c0804cc757e..fb2dca97d06 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -46,7 +46,7 @@ class SCA_ISensor : public SCA_ILogicBrick
class SCA_EventManager* m_eventmgr;
bool m_triggered;
- /* Pulse positive pulses? */
+ /** Pulse positive pulses? */
bool m_pos_pulsemode;
/** Pulse negative pulses? */
@@ -61,7 +61,7 @@ class SCA_ISensor : public SCA_ILogicBrick
/** Number of ticks since the last negative pulse. */
int m_neg_ticks;
- /* invert the output signal*/
+ /** invert the output signal*/
bool m_invert;
/** Sensor must ignore updates? */
@@ -77,7 +77,7 @@ public:
~SCA_ISensor();
virtual void ReParent(SCA_IObject* parent);
- /* Because we want sensors to share some behaviour, the Activate has */
+ /** Because we want sensors to share some behaviour, the Activate has */
/* an implementation on this level. It requires an evaluate on the lower */
/* level of individual sensors. Mapping the old activate()s is easy. */
/* The IsPosTrig() also has to change, to keep things consistent. */
@@ -85,7 +85,7 @@ public:
virtual bool Evaluate(CValue* event) = 0;
virtual bool IsPositiveTrigger();
- virtual PyObject* _getattr(char *attr);
+ virtual PyObject* _getattr(const STR_String& attr);
virtual CValue* GetReplica()=0;
/** Set parameters for the pulsing behaviour.