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Diffstat (limited to 'source/gameengine/Ketsji/KX_SoundActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_SoundActuator.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Ketsji/KX_SoundActuator.cpp b/source/gameengine/Ketsji/KX_SoundActuator.cpp
index 64aab31ba22..13549148993 100644
--- a/source/gameengine/Ketsji/KX_SoundActuator.cpp
+++ b/source/gameengine/Ketsji/KX_SoundActuator.cpp
@@ -172,7 +172,7 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
// do nothing on negative events, otherwise sounds are played twice!
bool bNegativeEvent = IsNegativeEvent();
bool bPositiveEvent = m_posevent;
-
+
RemoveAllEvents();
if (!m_sound)
@@ -221,10 +221,10 @@ bool KX_SoundActuator::Update(double curtime, bool frame)
// remember that we tried to stop the actuator
m_isplaying = false;
}
-
+
#if 1
// Warning: when de-activating the actuator, after a single negative event this runs again with...
- // m_posevent==false && m_posevent==false, in this case IsNegativeEvent() returns false
+ // m_posevent==false && m_posevent==false, in this case IsNegativeEvent() returns false
// and assumes this is a positive event.
// check that we actually have a positive event so as not to play sounds when being disabled.
else if (bPositiveEvent) /* <- added since 2.49 */
@@ -506,7 +506,7 @@ int KX_SoundActuator::pyattr_set_3d_property(void *self, const struct KX_PYATTRI
} else {
return PY_SET_ATTR_FAIL;
}
-
+
return PY_SET_ATTR_SUCCESS;
}