Commit: 9ed5a1073ef9db3761ab5ddc30f34955096f9ea8
Author: Gaia Clary
Date:   Mon Mar 16 18:46:40 2015 +0100
Branches: master
https://developer.blender.org/rB9ed5a1073ef9db3761ab5ddc30f34955096f9ea8

fix D1130 renamed the enum OBJ_FONT to OBJ_TEXT to avoid naming conflicts in 
Windows

===================================================================

M       source/gameengine/GameLogic/SCA_IObject.h
M       source/gameengine/Ketsji/KX_FontObject.h
M       source/gameengine/Ketsji/KX_Scene.cpp

===================================================================

diff --git a/source/gameengine/GameLogic/SCA_IObject.h 
b/source/gameengine/GameLogic/SCA_IObject.h
index d5972a0..a695fd4 100644
--- a/source/gameengine/GameLogic/SCA_IObject.h
+++ b/source/gameengine/GameLogic/SCA_IObject.h
@@ -221,7 +221,7 @@ public:
                OBJ_ARMATURE=0,
                OBJ_CAMERA=1,
                OBJ_LIGHT=2,
-               OBJ_FONT=3,
+               OBJ_TEXT=4
        } ObjectTypes;
 
 };
diff --git a/source/gameengine/Ketsji/KX_FontObject.h 
b/source/gameengine/Ketsji/KX_FontObject.h
index 3a25d36..bf70eed 100644
--- a/source/gameengine/Ketsji/KX_FontObject.h
+++ b/source/gameengine/Ketsji/KX_FontObject.h
@@ -54,7 +54,7 @@ public:
         */
        virtual CValue* GetReplica();
        virtual void ProcessReplica();
-       virtual int GetGameObjectType() { return OBJ_FONT; }
+       virtual int GetGameObjectType() { return OBJ_TEXT; }
 
 protected:
        std::vector<STR_String>         m_text;
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp 
b/source/gameengine/Ketsji/KX_Scene.cpp
index 6d989ca..d1b1009 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -532,7 +532,7 @@ KX_GameObject* KX_Scene::AddNodeReplicaObject(class 
SG_IObject* node, class CVal
        m_objectlist->Add(newobj->AddRef());
        if (newobj->GetGameObjectType()==SCA_IObject::OBJ_LIGHT)
                m_lightlist->Add(newobj->AddRef());
-       else if (newobj->GetGameObjectType()==SCA_IObject::OBJ_FONT)
+       else if (newobj->GetGameObjectType()==SCA_IObject::OBJ_TEXT)
                AddFont((KX_FontObject*)newobj);
        newobj->AddMeshUser();

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