tenla->name= "Pose";
- if(arm->edbo==NULL && (ob->flag & OB_POSEMODE)) { // channels undefined in editmode, but we want the 'tenla' pose icon itself
+ if(arm->edbo==NULL && (ob->mode & OB_MODE_POSE)) { // channels undefined in editmode, but we want the 'tenla' pose icon itself
int a= 0, const_index= 1000; /* ensure unique id for bone constraints */
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next, a++) {
else {
/* do not extend Armature when we have posemode */
tselem= TREESTORE(te->parent);
- if( GS(tselem->id->name)==ID_OB && ((Object *)tselem->id)->flag & OB_POSEMODE);
+ if( GS(tselem->id->name)==ID_OB && ((Object *)tselem->id)->mode & OB_MODE_POSE);
else {
Bone *curBone;
for (curBone=arm->bonebase.first; curBone; curBone=curBone->next){
PointerRNA pptr, propptr, *ptr= (PointerRNA*)idv;
PropertyRNA *prop, *iterprop;
PropertyType proptype;
- PropertySubType propsubtype;
int a, tot;
/* we do lazy build, for speed and to avoid infinite recusion */
if(scene->obedit)
ED_object_exit_editmode(C, EM_FREEDATA|EM_FREEUNDO|EM_WAITCURSOR);
- if(ob->flag & OB_POSEMODE)
+ if(ob->mode & OB_MODE_POSE)
ED_armature_exit_posemode(C, base);
else
ED_armature_enter_posemode(C, base);
}
else {
- if(ob->flag & OB_POSEMODE) return 1;
+ if(ob->mode & OB_MODE_POSE) return 1;
}
return 0;
}
if(scene->obedit==base->object)
ED_object_exit_editmode(C, EM_FREEDATA|EM_FREEUNDO|EM_WAITCURSOR);
- if(base==BASACT) {
- ED_view3d_exit_paint_modes(C);
- }
-
ED_base_object_free_and_unlink(scene, base);
te->directdata= NULL;
tselem->id= NULL;