From 4be752a93cf37700668c604296f37ea08248f13b Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Sun, 17 Jun 2018 17:01:43 +0200 Subject: Cleanup: trailing space in source/gameengine/ --- source/gameengine/GameLogic/SCA_IObject.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'source/gameengine/GameLogic/SCA_IObject.cpp') diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp index 526e695e792..c5eab53d67e 100644 --- a/source/gameengine/GameLogic/SCA_IObject.cpp +++ b/source/gameengine/GameLogic/SCA_IObject.cpp @@ -60,7 +60,7 @@ SCA_IObject::~SCA_IObject() (*its)->Delete(); //((CValue*)(*its))->Release(); } - SCA_ControllerList::iterator itc; + SCA_ControllerList::iterator itc; for (itc = m_controllers.begin(); !(itc == m_controllers.end()); ++itc) { //Use Delete for controller to ensure proper cleaning (expression controller) @@ -250,7 +250,7 @@ SCA_IActuator* SCA_IObject::FindActuator(const STR_String& actuatorname) void SCA_IObject::Suspend() { - if ((!m_ignore_activity_culling) + if ((!m_ignore_activity_culling) && (!m_suspended)) { m_suspended = true; /* flag suspend for all sensors */ @@ -286,8 +286,8 @@ void SCA_IObject::SetState(unsigned int state) // 1) set the new state bits that are 1 // 2) clr the new state bits that are 0 // This to ensure continuity if a sensor is attached to two states - // that are switching state: no need to deactive and reactive the sensor - + // that are switching state: no need to deactive and reactive the sensor + tmpstate = m_state | state; if (tmpstate != m_state) { -- cgit v1.2.3