style cleanup & re-use DNA pad var with new collision group object settings.
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@@ -209,7 +209,9 @@ typedef struct Object {
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float step_height;
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float jump_speed;
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float fall_speed;
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char pad1[4];
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/** Collision mask settings */
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unsigned short col_group, col_mask;
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short rotmode; /* rotation mode - uses defines set out in DNA_action_types.h for PoseChannel rotations... */
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@@ -243,9 +245,6 @@ typedef struct Object {
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short recalc; /* dependency flag */
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float anisotropicFriction[3];
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/** Collision mask settings */
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unsigned short col_group, col_mask, col_pad[2];
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ListBase constraints; /* object constraints */
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ListBase nlastrips DNA_DEPRECATED; // XXX deprecated... old animation system
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ListBase hooks DNA_DEPRECATED; // XXX deprecated... old animation system
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@@ -1072,9 +1072,10 @@ static void rna_GameObjectSettings_state_get(PointerRNA *ptr, int *values)
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int all_states = (ob->scaflag & OB_ALLSTATE ? 1 : 0);
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memset(values, 0, sizeof(int) * OB_MAX_STATES);
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for (i = 0; i < OB_MAX_STATES; i++)
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for (i = 0; i < OB_MAX_STATES; i++) {
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values[i] = (ob->state & (1 << i)) | all_states;
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}
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}
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static void rna_GameObjectSettings_state_set(PointerRNA *ptr, const int *values)
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{
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@@ -1116,9 +1117,10 @@ static void rna_GameObjectSettings_col_group_get(PointerRNA *ptr, int *values)
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Object *ob = (Object*)ptr->data;
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int i;
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for (i = 0; i < OB_MAX_COL_MASKS; i++)
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for (i = 0; i < OB_MAX_COL_MASKS; i++) {
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values[i] = (ob->col_group & (1 << i));
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}
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}
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static void rna_GameObjectSettings_col_group_set(PointerRNA *ptr, const int *values)
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{
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@@ -1144,9 +1146,10 @@ static void rna_GameObjectSettings_col_mask_get(PointerRNA *ptr, int *values)
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Object *ob = (Object*)ptr->data;
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int i;
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for (i = 0; i < OB_MAX_COL_MASKS; i++)
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for (i = 0; i < OB_MAX_COL_MASKS; i++) {
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values[i] = (ob->col_mask & (1 << i));
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}
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}
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static void rna_GameObjectSettings_col_mask_set(PointerRNA *ptr, const int *values)
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{
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@@ -1513,8 +1516,6 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
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StructRNA *srna;
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PropertyRNA *prop;
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int default_col_mask[8] = {1,0,0,0, 0,0,0,0};
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static EnumPropertyItem body_type_items[] = {
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{OB_BODY_TYPE_NO_COLLISION, "NO_COLLISION", 0, "No Collision", "Disable collision for this object"},
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{OB_BODY_TYPE_STATIC, "STATIC", 0, "Static", "Stationary object"},
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