minor warnings removed.
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@@ -517,7 +517,7 @@ static void ui_draw_but_CHARTAB(uiBut *but)
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int result = 0;
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int charmax = G.charmax;
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/* <builtin> font in use. There are TTF <builtin> and non-TTF <builtin> fonts */
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/* FO_BUILTIN_NAME font in use. There are TTF FO_BUILTIN_NAME and non-TTF FO_BUILTIN_NAME fonts */
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if(!strcmp(G.selfont->name, FO_BUILTIN_NAME))
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{
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if(G.ui_international == TRUE)
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@@ -42,22 +42,22 @@ KX_FontObject::KX_FontObject( void* sgReplicationInfo,
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RAS_IRenderTools* rendertools,
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Object *ob):
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KX_GameObject(sgReplicationInfo, callbacks),
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m_rendertools(rendertools),
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m_object(ob),
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m_dpi(72),
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m_resolution(1.f),
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m_color(ob->col) /* initial color - non-animatable */
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m_color(ob->col), /* initial color - non-animatable */
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m_rendertools(rendertools)
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{
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Curve *text = static_cast<Curve *> (ob->data);
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m_text = text->str;
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m_fsize = text->fsize;
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/* <builtin> != "default" */
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/* FO_BUILTIN_NAME != "default" */
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/* I hope at some point Blender (2.5x) can have a single font */
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/* with unicode support for ui and OB_FONT */
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/* once we have packed working we can load the <builtin> font */
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/* once we have packed working we can load the FO_BUILTIN_NAME font */
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const char* filepath = text->vfont->name;
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if (strcmp("<builtin>", filepath) == 0)
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if (strcmp(FO_BUILTIN_NAME, filepath) == 0)
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filepath = "default";
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/* XXX - if it's packed it will not work. waiting for bdiego (Diego) fix for that. */
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@@ -89,7 +89,7 @@ void KX_FontObject::DrawText()
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/* only draws the text if visible */
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if(this->GetVisible() == 0) return;
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/* XXX 2DO - handle multiple lines
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/* XXX 2DO - handle multiple lines */
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/* HARDCODED MULTIPLICATION FACTOR - this will affect the render resolution directly */
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float RES = BGE_FONT_RES * m_resolution;
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