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authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-29 20:55:22 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-29 20:55:22 +0400
commitd5b27fabcc4f8289b9315248a16a22f7045d9363 (patch)
treed3bec4b898ebbf417f11d2d00e9faf116969cc67 /source/gameengine/Ketsji/KX_TouchEventManager.cpp
parentdd9c9efde7d8fbc2247b6c6b3d15c5c76aa787b9 (diff)
BGE: sensor object will now have Actor filter optional: new button 'Detect Actor' in physics settings indicate if you want the sensor to detect only Actor object or all objects. This way you don't need to set the scenery to Actor to detect ground for example.
Diffstat (limited to 'source/gameengine/Ketsji/KX_TouchEventManager.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_TouchEventManager.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_TouchEventManager.cpp b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
index 9603410c3ac..712a512995e 100644
--- a/source/gameengine/Ketsji/KX_TouchEventManager.cpp
+++ b/source/gameengine/Ketsji/KX_TouchEventManager.cpp
@@ -99,6 +99,7 @@ bool KX_TouchEventManager::newBroadphaseResponse(void *client_data,
}
break;
case KX_ClientObjectInfo::OBSENSOR:
+ case KX_ClientObjectInfo::OBACTORSENSOR:
// this object may have multiple collision sensors,
// check is any of them is interested in this object
for(std::list<SCA_ISensor*>::iterator it = info->m_sensors.begin();