building without python works again for the BGE

This commit is contained in:
2010-10-10 20:59:30 +00:00
parent f49fc58df6
commit a20843bf34
3 changed files with 14 additions and 7 deletions

View File

@@ -136,13 +136,14 @@ static RAS_ICanvas* gp_Canvas = NULL;
static char gp_GamePythonPath[FILE_MAXDIR + FILE_MAXFILE] = "";
static char gp_GamePythonPathOrig[FILE_MAXDIR + FILE_MAXFILE] = ""; // not super happy about this, but we need to remember the first loaded file for the global/dict load save
static SCA_PythonKeyboard* gp_PythonKeyboard = NULL;
static SCA_PythonMouse* gp_PythonMouse = NULL;
#endif // DISABLE_PYTHON
static KX_Scene* gp_KetsjiScene = NULL;
static KX_KetsjiEngine* gp_KetsjiEngine = NULL;
static RAS_IRasterizer* gp_Rasterizer = NULL;
static SCA_PythonKeyboard* gp_PythonKeyboard = NULL;
static SCA_PythonMouse* gp_PythonMouse = NULL;
void KX_SetActiveScene(class KX_Scene* scene)
{