pydoc cleanup + remove unused bge.logic constants
+ adding PINGPONG as action actuator constant in rst
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@@ -1457,15 +1457,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_LOCAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCAL);
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KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_DOROTFH, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DOROTFH);
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/* 4. Ipo actuator, simple part */
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KX_MACRO_addTypesToDict(d, KX_IPOACT_PLAY, KX_IpoActuator::KX_ACT_IPO_PLAY);
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KX_MACRO_addTypesToDict(d, KX_IPOACT_PINGPONG, KX_IpoActuator::KX_ACT_IPO_PINGPONG);
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KX_MACRO_addTypesToDict(d, KX_IPOACT_FLIPPER, KX_IpoActuator::KX_ACT_IPO_FLIPPER);
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KX_MACRO_addTypesToDict(d, KX_IPOACT_LOOPSTOP, KX_IpoActuator::KX_ACT_IPO_LOOPSTOP);
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KX_MACRO_addTypesToDict(d, KX_IPOACT_LOOPEND, KX_IpoActuator::KX_ACT_IPO_LOOPEND);
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KX_MACRO_addTypesToDict(d, KX_IPOACT_FROM_PROP,KX_IpoActuator::KX_ACT_IPO_FROM_PROP);
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/* 5. Random distribution types */
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/* 4. Random distribution types */
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_BOOL_CONST, SCA_RandomActuator::KX_RANDOMACT_BOOL_CONST);
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_BOOL_UNIFORM, SCA_RandomActuator::KX_RANDOMACT_BOOL_UNIFORM);
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_BOOL_BERNOUILLI, SCA_RandomActuator::KX_RANDOMACT_BOOL_BERNOUILLI);
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@@ -1477,7 +1469,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_FLOAT_NORMAL, SCA_RandomActuator::KX_RANDOMACT_FLOAT_NORMAL);
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL, SCA_RandomActuator::KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL);
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/* 6. Sound actuator */
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/* 5. Sound actuator */
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KX_MACRO_addTypesToDict(d, KX_SOUNDACT_PLAYSTOP, KX_SoundActuator::KX_SOUNDACT_PLAYSTOP);
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KX_MACRO_addTypesToDict(d, KX_SOUNDACT_PLAYEND, KX_SoundActuator::KX_SOUNDACT_PLAYEND);
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KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPSTOP, KX_SoundActuator::KX_SOUNDACT_LOOPSTOP);
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@@ -1485,7 +1477,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPBIDIRECTIONAL, KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL);
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KX_MACRO_addTypesToDict(d, KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP, KX_SoundActuator::KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP);
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/* 7. Action actuator */
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/* 6. Action actuator */
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KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PLAY, ACT_ACTION_PLAY);
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KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PINGPONG, ACT_ACTION_PINGPONG);
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KX_MACRO_addTypesToDict(d, KX_ACTIONACT_FLIPPER, ACT_ACTION_FLIPPER);
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@@ -1493,7 +1485,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, KX_ACTIONACT_LOOPEND, ACT_ACTION_LOOP_END);
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KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PROPERTY, ACT_ACTION_FROM_PROP);
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/*8. GL_BlendFunc */
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/* 7. GL_BlendFunc */
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KX_MACRO_addTypesToDict(d, BL_ZERO, GL_ZERO);
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KX_MACRO_addTypesToDict(d, BL_ONE, GL_ONE);
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KX_MACRO_addTypesToDict(d, BL_SRC_COLOR, GL_SRC_COLOR);
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@@ -1507,7 +1499,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, BL_SRC_ALPHA_SATURATE, GL_SRC_ALPHA_SATURATE);
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/* 9. UniformTypes */
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/* 8. UniformTypes */
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KX_MACRO_addTypesToDict(d, SHD_TANGENT, BL_Shader::SHD_TANGENT);
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KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX, BL_Shader::MODELVIEWMATRIX);
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KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX_TRANSPOSE, BL_Shader::MODELVIEWMATRIX_TRANSPOSE);
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@@ -1524,7 +1516,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, CAM_POS, BL_Shader::CAM_POS);
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KX_MACRO_addTypesToDict(d, CONSTANT_TIMER, BL_Shader::CONSTANT_TIMER);
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/* 10 state actuator */
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/* 9. state actuator */
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KX_MACRO_addTypesToDict(d, KX_STATE1, (1<<0));
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KX_MACRO_addTypesToDict(d, KX_STATE2, (1<<1));
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KX_MACRO_addTypesToDict(d, KX_STATE3, (1<<2));
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