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Diffstat (limited to 'source/gameengine/Ketsji/KX_ConstraintActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConstraintActuator.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
index e07660cef72..fecd60eb212 100644
--- a/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ConstraintActuator.cpp
@@ -117,7 +117,7 @@ KX_ConstraintActuator::~KX_ConstraintActuator()
// there's nothing to be done here, really....
} /* end of destructor */
-bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void * const data)
+bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo *client, KX_RayCast *result, void *UNUSED(data))
{
m_hitObject = client->m_gameobject;
@@ -153,7 +153,7 @@ bool KX_ConstraintActuator::RayHit(KX_ClientObjectInfo *client, KX_RayCast *resu
/* This function is used to pre-filter the object before casting the ray on them.
* This is useful for "X-Ray" option when we want to see "through" unwanted object.
*/
-bool KX_ConstraintActuator::NeedRayCast(KX_ClientObjectInfo *client)
+bool KX_ConstraintActuator::NeedRayCast(KX_ClientObjectInfo *client, void *UNUSED(data))
{
if (client->m_type > KX_ClientObjectInfo::ACTOR)
{
@@ -347,7 +347,7 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
spc = parent->GetPhysicsController();
}
}
- KX_RayCast::Callback<KX_ConstraintActuator> callback(this,dynamic_cast<PHY_IPhysicsController*>(spc));
+ KX_RayCast::Callback<KX_ConstraintActuator, void> callback(this,dynamic_cast<PHY_IPhysicsController*>(spc));
result = KX_RayCast::RayTest(pe, position, topoint, callback);
if (result) {
MT_Vector3 newnormal = callback.m_hitNormal;
@@ -459,7 +459,7 @@ bool KX_ConstraintActuator::Update(double curtime, bool frame)
m_hitObject = NULL;
// distance of Fh area is stored in m_minimum
MT_Point3 topoint = position + (m_minimumBound+spc->GetRadius()) * direction;
- KX_RayCast::Callback<KX_ConstraintActuator> callback(this, spc);
+ KX_RayCast::Callback<KX_ConstraintActuator, void> callback(this, spc);
result = KX_RayCast::RayTest(pe, position, topoint, callback);
// we expect a hit object
if (!m_hitObject)