[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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