Commit: dacaa4f042845486282c6a6f73cd1a1d9e95d2af
Author: Porteries Tristan
Date:   Mon May 4 21:32:09 2015 +0200
Branches: temp-bge-cleanup
https://developer.blender.org/rBdacaa4f042845486282c6a6f73cd1a1d9e95d2af

Special cleanup for BL_ShapeDeformer

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

M       source/gameengine/Converter/BL_ShapeDeformer.cpp
M       source/gameengine/Converter/BL_ShapeDeformer.h

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

diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp 
b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index 7a4f417..f486377 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -73,10 +73,10 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject 
*gameobj,
        :
        BL_SkinDeformer(gameobj, bmeshobj, mesh),
        m_useShapeDrivers(false),
-       m_lastShapeUpdate(-1)
+       m_lastShapeUpdate(-1.0)
 {
        m_key = BKE_key_copy(m_bmesh->key);
-};
+}
 
 /* this second constructor is needed for making a mesh deformable on the fly. 
*/
 BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
@@ -89,19 +89,18 @@ BL_ShapeDeformer::BL_ShapeDeformer(BL_DeformableGameObject 
*gameobj,
        :
        BL_SkinDeformer(gameobj, bmeshobj_old, bmeshobj_new, mesh, 
release_object, recalc_normal, arma),
        m_useShapeDrivers(false),
-       m_lastShapeUpdate(-1)
+       m_lastShapeUpdate(-1.0)
 {
        m_key = BKE_key_copy(m_bmesh->key);
-};
+}
 
 BL_ShapeDeformer::~BL_ShapeDeformer()
 {
-       if (m_key)
-       {
+       if (m_key) {
                BKE_libblock_free(G.main, m_key);
                m_key = NULL;
        }
-};
+}
 
 RAS_Deformer *BL_ShapeDeformer::GetReplica()
 {
@@ -115,7 +114,7 @@ RAS_Deformer *BL_ShapeDeformer::GetReplica()
 void BL_ShapeDeformer::ProcessReplica()
 {
        BL_SkinDeformer::ProcessReplica();
-       m_lastShapeUpdate = -1;
+       m_lastShapeUpdate = -1.0;
 
        m_key = BKE_key_copy(m_key);
 }
@@ -134,11 +133,9 @@ bool BL_ShapeDeformer::LoadShapeDrivers(KX_GameObject 
*parent)
                FCurve *fcu;
 
                for (fcu = (FCurve *)GetKey()->adt->drivers.first; fcu; fcu = 
(FCurve *)fcu->next) {
-
                        DriverVar *dvar;
                        for (dvar = (DriverVar *)fcu->driver->variables.first; 
dvar; dvar = (DriverVar *)dvar->next) {
-                               DRIVER_TARGETS_USED_LOOPER(dvar)
-                               {
+                               DRIVER_TARGETS_USED_LOOPER(dvar) {
                                        if (dtar->id) {
                                                if ((Object *)dtar->id == 
arma->GetOrigArmatureObject())
                                                        dtar->id = (ID 
*)arma->GetArmatureObject();
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.h 
b/source/gameengine/Converter/BL_ShapeDeformer.h
index 09ba5bb..36d43b9 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.h
+++ b/source/gameengine/Converter/BL_ShapeDeformer.h
@@ -40,6 +40,8 @@
 #include "BL_DeformableGameObject.h"
 #include <vector>
 
+struct Key;
+
 class BL_ShapeDeformer : public BL_SkinDeformer
 {
 public:
@@ -49,12 +51,12 @@ public:
 
        /* this second constructor is needed for making a mesh deformable on 
the fly. */
        BL_ShapeDeformer(BL_DeformableGameObject *gameobj,
-                        struct Object *bmeshobj_old,
-                        struct Object *bmeshobj_new,
-                                        class RAS_MeshObject *mesh,
-                                                bool release_object,
-                                                bool recalc_normal,
-                                                BL_ArmatureObject *arma = 
NULL);
+                                        Object *bmeshobj_old,
+                                        Object *bmeshobj_new,
+                                        RAS_MeshObject *mesh,
+                                        bool release_object,
+                                        bool recalc_normal,
+                                        BL_ArmatureObject *arma = NULL);
 
        virtual RAS_Deformer *GetReplica();
        virtual void ProcessReplica();
@@ -64,7 +66,7 @@ public:
        bool LoadShapeDrivers(KX_GameObject *parent);
        bool ExecuteShapeDrivers(void);
 
-       struct Key *GetKey();
+       Key *GetKey();
 
        void ForceUpdate()
        {
@@ -74,8 +76,7 @@ public:
 protected:
        bool m_useShapeDrivers;
        double m_lastShapeUpdate;
-       struct Key *m_key;
-
+       Key *m_key;
 
 #ifdef WITH_CXX_GUARDEDALLOC
        MEM_CXX_CLASS_ALLOC_FUNCS("GE:BL_ShapeDeformer")
@@ -83,4 +84,3 @@ protected:
 };
 
 #endif
-

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