* dna property types had define names renamed for RNA, do that here too.
This commit is contained in:
Nathan Letwory 2008-12-24 21:23:07 +00:00
parent febb2c21e4
commit 13e8e936b3

@ -66,58 +66,58 @@ void BL_ConvertProperties(Object* object,KX_GameObject* gameobj,SCA_TimeEventMan
show_debug_info = bool (prop->flag & PROP_DEBUG);
switch(prop->type) {
case PROP_BOOL:
{
propval = new CBoolValue((bool)(prop->data != 0));
gameobj->SetProperty(prop->name,propval);
//promp->poin= &prop->data;
break;
}
case PROP_INT:
{
propval = new CIntValue((int)prop->data);
gameobj->SetProperty(prop->name,propval);
break;
}
case PROP_FLOAT:
{
//prop->poin= &prop->data;
float floatprop = *((float*)&prop->data);
propval = new CFloatValue(floatprop);
gameobj->SetProperty(prop->name,propval);
}
break;
case PROP_STRING:
{
//prop->poin= callocN(MAX_PROPSTRING, "property string");
propval = new CStringValue((char*)prop->poin,"");
gameobj->SetProperty(prop->name,propval);
break;
}
case PROP_TIME:
{
float floatprop = *((float*)&prop->data);
CValue* timeval = new CFloatValue(floatprop);
// set a subproperty called 'timer' so that
// we can register the replica of this property
// at the time a game object is replicated (AddObjectActuator triggers this)
CValue *bval = new CBoolValue(true);
timeval->SetProperty("timer",bval);
bval->Release();
if (isInActiveLayer)
case GPROP_BOOL:
{
timemgr->AddTimeProperty(timeval);
propval = new CBoolValue((bool)(prop->data != 0));
gameobj->SetProperty(prop->name,propval);
//promp->poin= &prop->data;
break;
}
propval = timeval;
gameobj->SetProperty(prop->name,timeval);
case GPROP_INT:
{
propval = new CIntValue((int)prop->data);
gameobj->SetProperty(prop->name,propval);
break;
}
case GPROP_FLOAT:
{
//prop->poin= &prop->data;
float floatprop = *((float*)&prop->data);
propval = new CFloatValue(floatprop);
gameobj->SetProperty(prop->name,propval);
}
break;
case GPROP_STRING:
{
//prop->poin= callocN(MAX_PROPSTRING, "property string");
propval = new CStringValue((char*)prop->poin,"");
gameobj->SetProperty(prop->name,propval);
break;
}
case GPROP_TIME:
{
float floatprop = *((float*)&prop->data);
}
default:
{
// todo make an assert etc.
}
CValue* timeval = new CFloatValue(floatprop);
// set a subproperty called 'timer' so that
// we can register the replica of this property
// at the time a game object is replicated (AddObjectActuator triggers this)
CValue *bval = new CBoolValue(true);
timeval->SetProperty("timer",bval);
bval->Release();
if (isInActiveLayer)
{
timemgr->AddTimeProperty(timeval);
}
propval = timeval;
gameobj->SetProperty(prop->name,timeval);
}
default:
{
// todo make an assert etc.
}
}
if (propval)