[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [18048] branches/blender2.5/blender/source /gameengine/Converter/KX_ConvertProperties.cpp: 2.5 BGE

Nathan Letwory jesterking at letwory.net
Wed Dec 24 22:23:07 CET 2008


Revision: 18048
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=18048
Author:   jesterking
Date:     2008-12-24 22:23:07 +0100 (Wed, 24 Dec 2008)

Log Message:
-----------
2.5 BGE
* dna property types had define names renamed for RNA, do that here too.

Modified Paths:
--------------
    branches/blender2.5/blender/source/gameengine/Converter/KX_ConvertProperties.cpp

Modified: branches/blender2.5/blender/source/gameengine/Converter/KX_ConvertProperties.cpp
===================================================================
--- branches/blender2.5/blender/source/gameengine/Converter/KX_ConvertProperties.cpp	2008-12-24 18:06:51 UTC (rev 18047)
+++ branches/blender2.5/blender/source/gameengine/Converter/KX_ConvertProperties.cpp	2008-12-24 21:23:07 UTC (rev 18048)
@@ -66,59 +66,59 @@
 		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;
+			case GPROP_BOOL:
+			{
+				propval = new CBoolValue((bool)(prop->data != 0));
+				gameobj->SetProperty(prop->name,propval);
+				//promp->poin= &prop->data;
+				break;
+			}
+			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 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);
+			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);
 
-			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)
+				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:
 			{
-				timemgr->AddTimeProperty(timeval);
+				// todo make an assert etc.
 			}
-			
-			propval = timeval;
-			gameobj->SetProperty(prop->name,timeval);
-
 		}
-		default:
-		{
-			// todo make an assert etc.
-		}
-		}
 		
 		if (propval)
 		{





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