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Viewing changes to source/gameengine/Converter/KX_ConvertActuators.cpp

  • Committer: Package Import Robot
  • Author(s): Matthias Klose
  • Date: 2014-02-19 11:24:23 UTC
  • mfrom: (14.2.23 sid)
  • Revision ID: package-import@ubuntu.com-20140219112423-rkmaz2m7ha06d4tk
Tags: 2.69-3ubuntu1
* Merge with Debian; remaining changes:
  - Configure without OpenImageIO on armhf, as it is not available on
    Ubuntu.

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                         KX_KetsjiEngine* ketsjiEngine,
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                         int activeLayerBitInfo,
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                         bool isInActiveLayer,
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                         RAS_IRenderTools* rendertools,
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                         KX_BlenderSceneConverter* converter
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                         )
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{
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                case ACT_ACTION:
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                        {
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                                bActionActuator* actact = (bActionActuator*) bact->data;
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                                STR_String propname = (actact->name ? actact->name : "");
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                                STR_String propframe = (actact->frameProp ? actact->frameProp : "");
 
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                                STR_String propname = actact->name;
 
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                                STR_String propframe = actact->frameProp;
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                                short ipo_flags = 0;
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                                            actact->end,
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                                            actact->act,
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                                            actact->type, // + 1, because Blender starts to count at zero,
 
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                                            actact->blend_mode,
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                                            actact->blendin,
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                                            actact->priority,
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                                            actact->layer,
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                        {
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                                if (blenderobject->type==OB_MESH) {
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                                        bActionActuator* actact = (bActionActuator*) bact->data;
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                                        STR_String propname = (actact->name ? actact->name : "");
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                                        STR_String propframe = (actact->frameProp ? actact->frameProp : "");
 
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                                        STR_String propname = actact->name;
 
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                                        STR_String propframe = actact->frameProp;
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                                        BL_ShapeActionActuator* tmpbaseact = new BL_ShapeActionActuator(
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                                                    gameobj,
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                                /* Get the name of the properties that objects must own that
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                                 * we're sending to, if present
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                                 */
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                                STR_String toPropName = (msgAct->toPropName
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                                        ? (char*) msgAct->toPropName
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                                        : "");
 
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                                STR_String toPropName = msgAct->toPropName;
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                                /* Get the Message Subject to send.
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                                 */
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                                STR_String subject = (msgAct->subject
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                                        ? (char*) msgAct->subject
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                                        : "");
 
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                                STR_String subject = msgAct->subject;
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                                /* Get the bodyType
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                                 */
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                                int bodyType = msgAct->bodyType;
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                                /* Get the body (text message or property name whose value
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                                 * we'll be sending, might be empty
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                                 */
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                                STR_String body = (msgAct->body
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                                        ? (char*) msgAct->body
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                                        : "");
 
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                                const STR_String body = msgAct->body;
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                                KX_NetworkMessageActuator *tmpmsgact = new KX_NetworkMessageActuator(
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                                            gameobj,                                    // actuator controlling object
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                                                        break;
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                                                };
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                                                if (sceneact->scene)
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                                                {
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                                                        nextSceneName = sceneact->scene->id.name + 2; // this '2' is necessary to remove prefix 'SC'
 
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                                                if (sceneact->scene) {
 
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                                                        nextSceneName = sceneact->scene->id.name + 2;
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                                                }
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                                                break;