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authorInes Almeida <britalmeida@gmail.com>2015-02-09 23:56:38 +0300
committerInes Almeida <britalmeida@gmail.com>2015-02-09 23:56:38 +0300
commita088b9488d1be7388ddff34c0708616643900940 (patch)
tree733c11413999533ba674e795e873061513a6055c /source/gameengine/Ketsji/KX_PythonInitTypes.h
parent31e26bb83bd0a538c76fd8bb6ebce65027dde94c (diff)
Recreating bge python modules instead of using existing
All of the initXPythonBinding functions are changed to always creating the module instead of importing if previously existing. I can instead only remove the module return when the import is ok, so that it always inits. But then, I don't see the point in importing. I make sure that these functions are called only once per run, inside initBGE. This was not the case with GameTypes. I moved initPyTypes inside of initGameTypesPythonBinding due to that. I reorganized initGamePlayerPythonScripting and initGamePythonScripting so that they run things in the same order. initGamePlayerPythonScripting imports mathutils and aud, the other only aud. Shouldn't it be the same for both? Reviewers: campbellbarton Subscribers: sybren Projects: #game_engine, #game_python Differential Revision: https://developer.blender.org/D1070
Diffstat (limited to 'source/gameengine/Ketsji/KX_PythonInitTypes.h')
-rw-r--r--source/gameengine/Ketsji/KX_PythonInitTypes.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_PythonInitTypes.h b/source/gameengine/Ketsji/KX_PythonInitTypes.h
index 4d7d26f7fb2..cfc49a1dc93 100644
--- a/source/gameengine/Ketsji/KX_PythonInitTypes.h
+++ b/source/gameengine/Ketsji/KX_PythonInitTypes.h
@@ -34,7 +34,6 @@
#ifdef WITH_PYTHON
#include <Python.h>
-void initPyTypes(void);
PyMODINIT_FUNC initGameTypesPythonBinding(void);
#endif