From 902b239aa8de92d559c7b431eaa4321d9dc2b7cf Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 17 Dec 2010 15:37:59 +0000 Subject: no functional changes: SETLOOPER macro assumed a scene was defined called 'sce' used to loop over, now make this an argument, helps to make it clear what's going on. --- source/gameengine/Converter/BL_BlenderDataConversion.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'source/gameengine') diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index 79afedb5f43..47e31585148 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -227,10 +227,10 @@ static unsigned int KX_Mcol2uint_new(MCol col) static void SetDefaultFaceType(Scene* scene) { default_face_mode = TF_DYNAMIC; - Scene *sce; + Scene *sce_iter; Base *base; - for(SETLOOPER(scene,base)) + for(SETLOOPER(scene, sce_iter, base)) { if (base->object->type == OB_LAMP) { @@ -1931,7 +1931,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, Scene *blenderscene = kxscene->GetBlenderScene(); // for SETLOOPER - Scene *sce; + Scene *sce_iter; Base *base; // Get the frame settings of the canvas. @@ -2012,7 +2012,7 @@ void BL_ConvertBlenderObjects(struct Main* maggie, // Beware of name conflict in linked data, it will not crash but will create confusion // in Python scripting and in certain actuators (replace mesh). Linked scene *should* have // no conflicting name for Object, Object data and Action. - for (SETLOOPER(blenderscene, base)) + for (SETLOOPER(blenderscene, sce_iter, base)) { Object* blenderobject = base->object; allblobj.insert(blenderobject); -- cgit v1.2.3