BGE: Moving Constraint Actuator Defines. It was leading to some errors in documentation
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@@ -1331,6 +1331,12 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_FHNX, KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHNX);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_FHNY, KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHNY);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_FHNZ, KX_ConstraintActuator::KX_ACT_CONSTRAINT_FHNZ);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_NORMAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_NORMAL);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_MATERIAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_MATERIAL);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_PERMANENT, KX_ConstraintActuator::KX_ACT_CONSTRAINT_PERMANENT);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_DISTANCE, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DISTANCE);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_LOCAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCAL);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_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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@@ -1469,6 +1475,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, KX_MOUSE_BUT_MIDDLE, SCA_IInputDevice::KX_MIDDLEMOUSE);
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KX_MACRO_addTypesToDict(d, KX_MOUSE_BUT_RIGHT, SCA_IInputDevice::KX_RIGHTMOUSE);
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/* 2D Filter Actuator */
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KX_MACRO_addTypesToDict(d, RAS_2DFILTER_ENABLED, RAS_2DFilterManager::RAS_2DFILTER_ENABLED);
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KX_MACRO_addTypesToDict(d, RAS_2DFILTER_DISABLED, RAS_2DFilterManager::RAS_2DFILTER_DISABLED);
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KX_MACRO_addTypesToDict(d, RAS_2DFILTER_NOFILTER, RAS_2DFilterManager::RAS_2DFILTER_NOFILTER);
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@@ -1484,7 +1491,8 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, RAS_2DFILTER_SEPIA, RAS_2DFilterManager::RAS_2DFILTER_SEPIA);
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KX_MACRO_addTypesToDict(d, RAS_2DFILTER_INVERT, RAS_2DFilterManager::RAS_2DFILTER_INVERT);
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KX_MACRO_addTypesToDict(d, RAS_2DFILTER_CUSTOMFILTER, RAS_2DFilterManager::RAS_2DFILTER_CUSTOMFILTER);
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/* 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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@@ -1492,18 +1500,12 @@ 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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/* State Actuator */
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KX_MACRO_addTypesToDict(d, KX_STATE_OP_CPY, KX_StateActuator::OP_CPY);
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KX_MACRO_addTypesToDict(d, KX_STATE_OP_SET, KX_StateActuator::OP_SET);
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KX_MACRO_addTypesToDict(d, KX_STATE_OP_CLR, KX_StateActuator::OP_CLR);
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KX_MACRO_addTypesToDict(d, KX_STATE_OP_NEG, KX_StateActuator::OP_NEG);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_NORMAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_NORMAL);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_MATERIAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_MATERIAL);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_PERMANENT, KX_ConstraintActuator::KX_ACT_CONSTRAINT_PERMANENT);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_DISTANCE, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DISTANCE);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_LOCAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCAL);
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KX_MACRO_addTypesToDict(d, KX_ACT_CONSTRAINT_DOROTFH, KX_ConstraintActuator::KX_ACT_CONSTRAINT_DOROTFH);
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/* Game Actuator Modes */
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KX_MACRO_addTypesToDict(d, KX_GAME_LOAD, KX_GameActuator::KX_GAME_LOAD);
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KX_MACRO_addTypesToDict(d, KX_GAME_START, KX_GameActuator::KX_GAME_START);
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