forked from bartvdbraak/blender
2.5 BGE
* dna property types had define names renamed for RNA, do that here too.
This commit is contained in:
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)
|
||||
|
Loading…
Reference in New Issue
Block a user