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authorCampbell Barton <ideasman42@gmail.com>2009-04-20 13:13:59 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-04-20 13:13:59 +0400
commitdee32d0b3f409007f5a392668068b92c3810026a (patch)
tree3127ac9c88ea9d783282d3bf8ed5ba8f2a40eb43 /source/gameengine/Ketsji/KX_TrackToActuator.cpp
parent9078ce5da209bcfd31c60b55118076359ce7244f (diff)
BGE Python API
- initialize pythons sys.argv in the blenderplayer - ignore all arguments after a single " - " in the blenderplayer (like in blender), so args can be passed to the game. - add a utility function PyOrientationTo() - to take a Py euler, quat or 3x3 matrix and convert into a C++ MT_Matrix3x3. - add utility function ConvertPythonToMesh to get a RAS_MeshObject from a KX_MeshProxy or a name. - Added error prefix arguments to ConvertPythonToGameObject, ConvertPythonToMesh and PyOrientationTo so the error messages can include what function they came from. - deprecated brick.getOwner() for the "owner" attribute.
Diffstat (limited to 'source/gameengine/Ketsji/KX_TrackToActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_TrackToActuator.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Ketsji/KX_TrackToActuator.cpp b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
index c89d88389c4..fbf43de6cf4 100644
--- a/source/gameengine/Ketsji/KX_TrackToActuator.cpp
+++ b/source/gameengine/Ketsji/KX_TrackToActuator.cpp
@@ -489,7 +489,7 @@ int KX_TrackToActuator::pyattr_set_object(void *self, const struct KX_PYATTRIBUT
KX_TrackToActuator* actuator = static_cast<KX_TrackToActuator*>(self);
KX_GameObject *gameobj;
- if (!ConvertPythonToGameObject(value, &gameobj, true))
+ if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.object = value: KX_TrackToActuator"))
return 1; // ConvertPythonToGameObject sets the error
if (actuator->m_object != NULL)
@@ -525,7 +525,7 @@ PyObject* KX_TrackToActuator::PySetObject(PyObject* value)
ShowDeprecationWarning("setObject()", "the object property");
- if (!ConvertPythonToGameObject(value, &gameobj, true))
+ if (!ConvertPythonToGameObject(value, &gameobj, true, "actuator.setObject(value): KX_TrackToActuator"))
return NULL; // ConvertPythonToGameObject sets the error
if (m_object != NULL)