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Diffstat (limited to 'source/gameengine/GameLogic/SCA_LogicManager.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_LogicManager.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/source/gameengine/GameLogic/SCA_LogicManager.cpp b/source/gameengine/GameLogic/SCA_LogicManager.cpp
index 978f6d6b836..0913f576d00 100644
--- a/source/gameengine/GameLogic/SCA_LogicManager.cpp
+++ b/source/gameengine/GameLogic/SCA_LogicManager.cpp
@@ -104,12 +104,12 @@ void SCA_LogicManager::RegisterGameMeshName(const STR_String& gamemeshname, void
-void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj)
+void SCA_LogicManager::RegisterGameObj(void* blendobj, CValue* gameobj)
{
m_map_blendobj_to_gameobj.insert(CHashedPtr(blendobj), gameobj);
}
-void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj)
+void SCA_LogicManager::UnregisterGameObj(void* blendobj, CValue* gameobj)
{
void **obp = m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
if (obp && (CValue*)(*obp) == gameobj)
@@ -120,7 +120,7 @@ CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
{
STR_HashedString mn = gameobjname;
CValue** gameptr = m_mapStringToGameObjects[mn];
-
+
if (gameptr)
return *gameptr;
@@ -128,7 +128,7 @@ CValue* SCA_LogicManager::GetGameObjectByName(const STR_String& gameobjname)
}
-CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj)
+CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj)
{
void **obp= m_map_blendobj_to_gameobj[CHashedPtr(blendobj)];
return obp?(CValue*)(*obp):NULL;
@@ -136,7 +136,7 @@ CValue* SCA_LogicManager::FindGameObjByBlendObj(void* blendobj)
-void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname)
+void* SCA_LogicManager::FindBlendObjByGameMeshName(const STR_String& gamemeshname)
{
STR_HashedString mn = gamemeshname;
void **obp= m_map_gamemeshname_to_blendobj[mn];
@@ -225,15 +225,15 @@ void SCA_LogicManager::UpdateFrame(double curtime, bool frame)
if (!actua->Update(curtime, frame))
{
// this actuator is not active anymore, remove
- actua->QDelink();
- actua->SetActive(false);
+ actua->QDelink();
+ actua->SetActive(false);
} else if (actua->IsNoLink())
{
// This actuator has no more links but it still active
// make sure it will get a negative event on next frame to stop it
// Do this check after Update() rather than before to make sure
// that all the actuators that are activated at same time than a state
- // actuator have a chance to execute.
+ // actuator have a chance to execute.
bool event = false;
actua->RemoveAllEvents();
actua->AddEvent(event);