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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