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authorCampbell Barton <ideasman42@gmail.com>2012-10-09 09:58:09 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-10-09 09:58:09 +0400
commit8d2835b5e55e901483ad839d87f11d7ada4d21a8 (patch)
tree9227efc3267711cdeb7107a84b267cf16e4441f8 /doc
parent62d3754a40540a246a7b0e50324df548f91c2d9b (diff)
patch [#31875] Patch to get scene access through a game object
from Jay Parker (battery)
Diffstat (limited to 'doc')
-rw-r--r--doc/python_api/rst/bge.types.rst16
1 files changed, 13 insertions, 3 deletions
diff --git a/doc/python_api/rst/bge.types.rst b/doc/python_api/rst/bge.types.rst
index 6599cfeb2b2..e628db07e83 100644
--- a/doc/python_api/rst/bge.types.rst
+++ b/doc/python_api/rst/bge.types.rst
@@ -333,7 +333,8 @@ Types
.. attribute:: useContinue
- The actions continue option, True or False. When True, the action will always play from where last left off, otherwise negative events to this actuator will reset it to its start frame.
+ The actions continue option, True or False. When True, the action will always play from where last left off,
+ otherwise negative events to this actuator will reset it to its start frame.
:type: boolean
@@ -879,7 +880,8 @@ Types
.. note::
- Calling ANY method or attribute on an object that has been removed from a scene will raise a SystemError, if an object may have been removed since last accessing it use the :data:`invalid` attribute to check.
+ Calling ANY method or attribute on an object that has been removed from a scene will raise a SystemError,
+ if an object may have been removed since last accessing it use the :data:`invalid` attribute to check.
KX_GameObject can be subclassed to extend functionality. For example:
@@ -999,6 +1001,12 @@ Types
:type: :class:`KX_GameObject` or None
+ .. attribute:: scene
+
+ The object's scene. (read-only).
+
+ :type: :class:`KX_Scene` or None
+
.. attribute:: visible
visibility flag.
@@ -4558,7 +4566,9 @@ Types
.. data:: KX_ACT_ARMATURE_RUN
- Just make sure the armature will be updated on the next graphic frame. This is the only persistent mode of the actuator: it executes automatically once per frame until stopped by a controller
+ Just make sure the armature will be updated on the next graphic frame.
+ This is the only persistent mode of the actuator:
+ it executes automatically once per frame until stopped by a controller
:value: 0