From 230aed624220a5c7eee956254b5bf36eaf3b04f6 Mon Sep 17 00:00:00 2001 From: Dalai Felinto Date: Wed, 16 Feb 2011 19:53:39 +0000 Subject: BGE: Action and ShapeKey Actuator PingPong playmode. I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't. More than a new feature or a bugfix this is actually a step forward into unifying them. --- source/gameengine/Ketsji/KX_PythonInit.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'source/gameengine/Ketsji') diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp index 8cc62e2c2fb..d0a6a9a9bec 100644 --- a/source/gameengine/Ketsji/KX_PythonInit.cpp +++ b/source/gameengine/Ketsji/KX_PythonInit.cpp @@ -1398,6 +1398,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack /* 7. Action actuator */ KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PLAY, ACT_ACTION_PLAY); + KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PINGPONG, ACT_ACTION_PINGPONG); KX_MACRO_addTypesToDict(d, KX_ACTIONACT_FLIPPER, ACT_ACTION_FLIPPER); KX_MACRO_addTypesToDict(d, KX_ACTIONACT_LOOPSTOP, ACT_ACTION_LOOP_STOP); KX_MACRO_addTypesToDict(d, KX_ACTIONACT_LOOPEND, ACT_ACTION_LOOP_END); -- cgit v1.2.3