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Diffstat (limited to 'source/gameengine/GameLogic')
-rw-r--r--source/gameengine/GameLogic/SCA_ActuatorSensor.cpp2
-rw-r--r--source/gameengine/GameLogic/SCA_IActuator.h1
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.cpp8
-rw-r--r--source/gameengine/GameLogic/SCA_IObject.h15
-rw-r--r--source/gameengine/GameLogic/SCA_ISensor.h2
5 files changed, 26 insertions, 2 deletions
diff --git a/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp b/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp
index 9645bfbed4a..e1c8ef87dd1 100644
--- a/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp
+++ b/source/gameengine/GameLogic/SCA_ActuatorSensor.cpp
@@ -111,7 +111,7 @@ void SCA_ActuatorSensor::Update()
{
if (m_actuator)
{
- m_midresult = m_actuator->IsActive();
+ m_midresult = m_actuator->IsActive() && !m_actuator->IsNegativeEvent();
}
}
diff --git a/source/gameengine/GameLogic/SCA_IActuator.h b/source/gameengine/GameLogic/SCA_IActuator.h
index 774b27c5ad4..7ffb21b5490 100644
--- a/source/gameengine/GameLogic/SCA_IActuator.h
+++ b/source/gameengine/GameLogic/SCA_IActuator.h
@@ -87,6 +87,7 @@ public:
bool IsNegativeEvent() const;
virtual ~SCA_IActuator();
+ void ClrLink() { m_links=0; }
void IncLink() { m_links++; }
void DecLink();
bool IsNoLink() const { return !m_links; }
diff --git a/source/gameengine/GameLogic/SCA_IObject.cpp b/source/gameengine/GameLogic/SCA_IObject.cpp
index 27e7d5faada..c5bb4a41552 100644
--- a/source/gameengine/GameLogic/SCA_IObject.cpp
+++ b/source/gameengine/GameLogic/SCA_IObject.cpp
@@ -40,7 +40,7 @@
MT_Point3 SCA_IObject::m_sDummy=MT_Point3(0,0,0);
-SCA_IObject::SCA_IObject(PyTypeObject* T): m_state(0), CValue(T)
+SCA_IObject::SCA_IObject(PyTypeObject* T): m_initState(0), m_state(0), CValue(T)
{
m_suspended = false;
}
@@ -164,7 +164,9 @@ void SCA_IObject::ReParentLogic()
{
SCA_IActuator* newactuator = (SCA_IActuator*) (*ita)->GetReplica();
newactuator->ReParent(this);
+ // actuators are initially not connected to any controller
newactuator->SetActive(false);
+ newactuator->ClrLink();
oldactuators[act++] = newactuator;
}
@@ -175,6 +177,7 @@ void SCA_IObject::ReParentLogic()
{
SCA_IController* newcontroller = (SCA_IController*)(*itc)->GetReplica();
newcontroller->ReParent(this);
+ newcontroller->SetActive(false);
oldcontrollers[con++]=newcontroller;
}
@@ -186,6 +189,9 @@ void SCA_IObject::ReParentLogic()
{
SCA_ISensor* newsensor = (SCA_ISensor*)(*its)->GetReplica();
newsensor->ReParent(this);
+ newsensor->SetActive(false);
+ // sensors are initially not connected to any controller
+ newsensor->ClrLink();
oldsensors[sen++] = newsensor;
}
diff --git a/source/gameengine/GameLogic/SCA_IObject.h b/source/gameengine/GameLogic/SCA_IObject.h
index 07b4310a91e..38a7ed29dca 100644
--- a/source/gameengine/GameLogic/SCA_IObject.h
+++ b/source/gameengine/GameLogic/SCA_IObject.h
@@ -69,6 +69,11 @@ protected:
bool m_suspended;
/**
+ * init state of object (used when object is created)
+ */
+ unsigned int m_initState;
+
+ /**
* current state = bit mask of state that are active
*/
unsigned int m_state;
@@ -118,6 +123,16 @@ public:
void Resume(void);
/**
+ * Set init state
+ */
+ void SetInitState(unsigned int initState) { m_initState = initState; }
+
+ /**
+ * initialize the state when object is created
+ */
+ void ResetState(void) { SetState(m_initState); }
+
+ /**
* Set the object state
*/
void SetState(unsigned int state);
diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h
index f2ed6a803c2..4ce49e71507 100644
--- a/source/gameengine/GameLogic/SCA_ISensor.h
+++ b/source/gameengine/GameLogic/SCA_ISensor.h
@@ -126,6 +126,8 @@ public:
/** Resume sensing. */
void Resume();
+ void ClrLink()
+ { m_links = 0; }
void IncLink()
{ m_links++; }
void DecLink();