Cleanup: trailing space in source/gameengine/
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@@ -70,17 +70,17 @@ SG_Node* SG_Node::GetSGReplica()
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if (replica == NULL) return NULL;
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ProcessSGReplica(&replica);
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return replica;
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}
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void
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void
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SG_Node::
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ProcessSGReplica(
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SG_Node** replica
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) {
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// Apply the replication call back function.
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if (!ActivateReplicationCallback(*replica))
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if (!ActivateReplicationCallback(*replica))
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{
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delete (*replica);
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*replica = NULL;
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@@ -94,7 +94,7 @@ ProcessSGReplica(
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{
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// if this node has children, the replica has too, so clear and clone children
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(*replica)->ClearSGChildren();
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NodeList::iterator childit;
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for (childit = m_children.begin();childit!=m_children.end();++childit)
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{
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@@ -107,7 +107,7 @@ ProcessSGReplica(
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// not worth to keep, they will just take up CPU
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// This can happen in partial replication of hierarchy
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// during group duplication.
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if ((*replica)->m_children.empty() &&
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if ((*replica)->m_children.empty() &&
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(*replica)->GetSGClientObject() == NULL)
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{
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delete (*replica);
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@@ -116,16 +116,16 @@ ProcessSGReplica(
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}
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void
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void
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SG_Node::
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Destruct()
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{
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// Not entirely sure what Destruct() expects to happen.
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// I think it probably means just to call the DestructionCallback
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// in the right order on all the children - rather than free any memory
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// We'll delete m_parent_relation now anyway.
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delete(m_parent_relation);
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m_parent_relation = NULL;
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@@ -142,7 +142,7 @@ Destruct()
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ActivateDestructionCallback();
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}
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const
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const
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SG_Node *
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SG_Node::
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GetRootSGParent(
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@@ -152,11 +152,11 @@ GetRootSGParent(
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bool SG_Node::IsAncessor(const SG_Node* child) const
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{
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return (!child->m_SGparent) ? false :
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return (!child->m_SGparent) ? false :
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(child->m_SGparent == this) ? true : IsAncessor(child->m_SGparent);
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}
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void
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void
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SG_Node::
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DisconnectFromParent(
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) {
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@@ -192,7 +192,7 @@ void SG_Node::UpdateWorldData(double time, bool parentUpdated)
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// return;
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if (UpdateSpatialData(GetSGParent(),time,parentUpdated))
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// to update the
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// to update the
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ActivateUpdateTransformCallback();
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// The node is updated, remove it from the update list
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