diff options
Diffstat (limited to 'source/gameengine/GameLogic/SCA_LogicManager.cpp')
-rw-r--r-- | source/gameengine/GameLogic/SCA_LogicManager.cpp | 16 |
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); |