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Diffstat (limited to 'source/gameengine/GameLogic/SCA_PropertySensor.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_PropertySensor.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/gameengine/GameLogic/SCA_PropertySensor.cpp b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
index e34a5296139..f823320a417 100644
--- a/source/gameengine/GameLogic/SCA_PropertySensor.cpp
+++ b/source/gameengine/GameLogic/SCA_PropertySensor.cpp
@@ -86,7 +86,7 @@ CValue* SCA_PropertySensor::GetReplica()
// m_range_expr must be recalculated on replica!
replica->ProcessReplica();
replica->Init();
-
+
return replica;
}
@@ -113,7 +113,7 @@ bool SCA_PropertySensor::Evaluate()
{
bool result = CheckPropertyCondition();
bool reset = m_reset && m_level;
-
+
m_reset = false;
if (m_lastresult!=result)
{
@@ -147,7 +147,7 @@ bool SCA_PropertySensor::CheckPropertyCondition()
m_checkpropval.Upper();
}
result = (testprop == m_checkpropval);
-
+
/* Patch: floating point values cant use strings usefully since you can have "0.0" == "0.0000"
* this could be made into a generic Value class function for comparing values with a string.
*/
@@ -155,7 +155,7 @@ bool SCA_PropertySensor::CheckPropertyCondition()
float f;
if (sscanf(m_checkpropval.ReadPtr(), "%f", &f) == 1) {
result = (f == ((CFloatValue *)orgprop)->GetFloat());
- }
+ }
else {
/* error */
}
@@ -215,7 +215,7 @@ bool SCA_PropertySensor::CheckPropertyCondition()
case KX_PROPSENSOR_CHANGED:
{
CValue* orgprop = GetParent()->FindIdentifier(m_checkpropname);
-
+
if (!orgprop->IsError())
{
if (m_previoustext != orgprop->GetText())