Cleanup: trailing space in source/gameengine/
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@@ -87,10 +87,10 @@ bool KX_TouchSensor::Evaluate()
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if (reset)
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// force an event
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result = true;
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if (m_bTouchPulse) { /* pulse on changes to the colliders */
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int count = m_colliders->GetCount();
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if (m_bLastCount!=count || m_bColliderHash!=m_bLastColliderHash) {
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m_bLastCount = count;
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m_bLastColliderHash= m_bColliderHash;
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@@ -110,16 +110,16 @@ m_hitMaterial("")
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{
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// KX_TouchEventManager* touchmgr = (KX_TouchEventManager*) eventmgr;
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// m_resptable = touchmgr->GetResponseTable();
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// m_solidHandle = m_sumoObj->getObjectHandle();
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m_colliders = new CListValue();
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KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
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//client_info->m_gameobject = gameobj;
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//client_info->m_auxilary_info = NULL;
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client_info->m_sensors.push_back(this);
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m_physCtrl = gameobj->GetPhysicsController();
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MT_assert( !gameobj->GetPhysicsController() || m_physCtrl );
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Init();
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@@ -142,7 +142,7 @@ KX_TouchSensor::~KX_TouchSensor()
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m_colliders->Release();
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}
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CValue* KX_TouchSensor::GetReplica()
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CValue* KX_TouchSensor::GetReplica()
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{
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KX_TouchSensor* replica = new KX_TouchSensor(*this);
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replica->ProcessReplica();
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@@ -162,12 +162,12 @@ void KX_TouchSensor::ReParent(SCA_IObject* parent)
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PHY_IPhysicsController *sphy = ((KX_GameObject*)parent)->GetPhysicsController();
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if (sphy)
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m_physCtrl = sphy;
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// m_solidHandle = m_sumoObj->getObjectHandle();
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KX_ClientObjectInfo *client_info = gameobj->getClientInfo();
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//client_info->m_gameobject = gameobj;
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//client_info->m_auxilary_info = NULL;
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client_info->m_sensors.push_back(this);
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SCA_ISensor::ReParent(parent);
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}
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@@ -217,7 +217,7 @@ bool KX_TouchSensor::BroadPhaseSensorFilterCollision(void*obj1,void*obj2)
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(my_client_info->m_type == KX_ClientObjectInfo::OBACTORSENSOR &&
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client_info->m_type != KX_ClientObjectInfo::ACTOR)) // only with actor objects
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return false;
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bool found = m_touchedpropname.IsEmpty();
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if (!found)
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{
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@@ -244,21 +244,21 @@ bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_Coll
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KX_GameObject* parent = (KX_GameObject*)GetParent();
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// need the mapping from PHY_IPhysicsController to gameobjects now
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KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*> (object1 == m_physCtrl?
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KX_ClientObjectInfo *client_info = static_cast<KX_ClientObjectInfo*> (object1 == m_physCtrl?
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((PHY_IPhysicsController*)object2)->GetNewClientInfo():
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((PHY_IPhysicsController*)object1)->GetNewClientInfo());
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KX_GameObject* gameobj = ( client_info ?
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client_info->m_gameobject :
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KX_GameObject* gameobj = ( client_info ?
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client_info->m_gameobject :
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NULL);
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// add the same check as in SCA_ISensor::Activate(),
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// add the same check as in SCA_ISensor::Activate(),
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// we don't want to record collision when the sensor is not active.
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if (m_links && !m_suspended &&
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gameobj && (gameobj != parent) && client_info->isActor())
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{
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bool found = m_touchedpropname.IsEmpty();
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bool hitMaterial = false;
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if (!found)
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@@ -283,7 +283,7 @@ bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_Coll
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{
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if (!m_colliders->SearchValue(gameobj)) {
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m_colliders->Add(gameobj->AddRef());
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if (m_bTouchPulse)
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m_bColliderHash += (uint_ptr)(static_cast<void *>(&gameobj));
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}
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@@ -292,8 +292,8 @@ bool KX_TouchSensor::NewHandleCollision(void*object1,void*object2,const PHY_Coll
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m_hitMaterial = hitMaterial;
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//printf("KX_TouchSensor::HandleCollision\n");
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}
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}
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}
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return false; // was DT_CONTINUE but this was defined in sumo as false.
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}
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@@ -344,7 +344,7 @@ PyAttributeDef KX_TouchSensor::Attributes[] = {
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PyObject *KX_TouchSensor::pyattr_get_object_hit(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef)
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{
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KX_TouchSensor* self = static_cast<KX_TouchSensor*>(self_v);
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if (self->m_hitObject)
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return self->m_hitObject->GetProxy();
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else
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