forked from bartvdbraak/blender
Cleanup: whitespace
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89edddb26c
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5af7257309
@ -90,7 +90,7 @@ BL_ActionActuator::BL_ActionActuator(SCA_IObject *gameobj,
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m_stridelength(stride),
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m_layer_weight(layer_weight),
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m_playtype(playtype),
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m_blendmode(blend_mode),
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m_blendmode(blend_mode),
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m_priority(priority),
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m_layer(layer),
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m_ipo_flags(ipo_flags),
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@ -233,8 +233,8 @@ BL_ArmatureObject::BL_ArmatureObject(
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// During object replication ob->data is increase, we decrease it now because we get a copy.
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id_us_min(&((bArmature *)m_origObjArma->data)->id);
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m_pose = m_objArma->pose;
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// need this to get iTaSC working ok in the BGE
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m_pose->flag |= POSE_GAME_ENGINE;
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// need this to get iTaSC working ok in the BGE
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m_pose->flag |= POSE_GAME_ENGINE;
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memcpy(m_obmat, m_objArma->obmat, sizeof(m_obmat));
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// The side-effect of this method registers this object as "animatable" with the KX_Scene.
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@ -41,7 +41,7 @@ void BL_ConvertControllers(
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int activeLayerBitInfo,
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bool isInActiveLayer,
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class KX_BlenderSceneConverter* converter,
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bool libloading
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bool libloading
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);
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#endif /* __KX_CONVERTCONTROLLERS_H__ */
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@ -1674,10 +1674,11 @@ CListValue* KX_GameObject::GetChildrenRecursive()
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KX_Scene* KX_GameObject::GetScene()
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{
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SG_Node* node = this->GetSGNode();
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if (node == NULL)
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// this happens for object in non active layers, rely on static scene then
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return KX_GetActiveScene();
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return static_cast<KX_Scene*>(node->GetSGClientInfo());
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if (node == NULL) {
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// this happens for object in non active layers, rely on static scene then
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return KX_GetActiveScene();
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}
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return static_cast<KX_Scene*>(node->GetSGClientInfo());
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}
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/* ---------------------------------------------------------------------
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@ -4086,11 +4087,11 @@ bool ConvertPythonToGameObject(PyObject *value, KX_GameObject **object, bool py_
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}
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}
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if ( PyObject_TypeCheck(value, &KX_GameObject::Type) ||
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PyObject_TypeCheck(value, &KX_LightObject::Type) ||
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PyObject_TypeCheck(value, &KX_Camera::Type) ||
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PyObject_TypeCheck(value, &KX_FontObject::Type) ||
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PyObject_TypeCheck(value, &KX_NavMeshObject::Type))
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if (PyObject_TypeCheck(value, &KX_GameObject::Type) ||
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PyObject_TypeCheck(value, &KX_LightObject::Type) ||
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PyObject_TypeCheck(value, &KX_Camera::Type) ||
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PyObject_TypeCheck(value, &KX_FontObject::Type) ||
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PyObject_TypeCheck(value, &KX_NavMeshObject::Type))
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{
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*object = static_cast<KX_GameObject*>BGE_PROXY_REF(value);
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@ -257,7 +257,7 @@ public:
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void ConvertAndAddScene(const STR_String& scenename,bool overlay);
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void RemoveScene(const STR_String& scenename);
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bool ReplaceScene(const STR_String& oldscene,const STR_String& newscene);
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bool ReplaceScene(const STR_String& oldscene,const STR_String& newscene);
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void SuspendScene(const STR_String& scenename);
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void ResumeScene(const STR_String& scenename);
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@ -561,7 +561,7 @@ PyAttributeDef KX_SteeringActuator::Attributes[] = {
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KX_PYATTRIBUTE_RO_FUNCTION("steeringVec", KX_SteeringActuator, pyattr_get_steeringVec),
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KX_PYATTRIBUTE_SHORT_RW("facingMode", 0, 6, true, KX_SteeringActuator, m_facingMode),
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KX_PYATTRIBUTE_INT_RW("pathUpdatePeriod", -1, 100000, true, KX_SteeringActuator, m_pathUpdatePeriod),
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KX_PYATTRIBUTE_BOOL_RW("lockZVelocity", KX_SteeringActuator, m_lockzvel),
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KX_PYATTRIBUTE_BOOL_RW("lockZVelocity", KX_SteeringActuator, m_lockzvel),
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{ NULL } //Sentinel
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};
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@ -99,9 +99,9 @@ RAS_OpenGLRasterizer::RAS_OpenGLRasterizer(RAS_ICanvas* canvas, int storage)
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m_motionblur(0),
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m_motionblurvalue(-1.0),
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m_usingoverrideshader(false),
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m_clientobject(NULL),
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m_auxilaryClientInfo(NULL),
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m_drawingmode(KX_TEXTURED),
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m_clientobject(NULL),
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m_auxilaryClientInfo(NULL),
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m_drawingmode(KX_TEXTURED),
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m_texco_num(0),
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m_attrib_num(0),
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//m_last_alphablend(GPU_BLEND_SOLID),
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@ -85,8 +85,8 @@ public:
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/// release video source
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virtual bool release (void);
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/// overwrite base refresh to handle fixed image
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virtual void refresh(void);
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/// overwrite base refresh to handle fixed image
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virtual void refresh(void);
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/// play video
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virtual bool play (void);
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/// pause video
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