246 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			246 lines
		
	
	
		
			6.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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/** \file gameengine/Converter/KX_ConvertControllers.cpp
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 *  \ingroup bgeconv
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 */
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#include "MEM_guardedalloc.h"
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#include "KX_BlenderSceneConverter.h"
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#include "KX_ConvertControllers.h"
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#include "KX_Python.h"
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// Controller
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#include "SCA_ANDController.h"
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#include "SCA_ORController.h"
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#include "SCA_NANDController.h"
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#include "SCA_NORController.h"
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#include "SCA_XORController.h"
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#include "SCA_XNORController.h"
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#include "SCA_PythonController.h"
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#include "SCA_ExpressionController.h"
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#include "SCA_LogicManager.h"
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#include "KX_GameObject.h"
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#include "IntValue.h"
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/* This little block needed for linking to Blender... */
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#ifdef WIN32
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#include "BLI_winstuff.h"
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#endif
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#include "DNA_object_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_text_types.h"
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#include "BKE_text.h"
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#include "BLI_blenlib.h"
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/* end of blender include block */
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	static void
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LinkControllerToActuators(
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	SCA_IController *game_controller,
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	bController* bcontr,
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	SCA_LogicManager* logicmgr,
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	KX_BlenderSceneConverter* converter
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) {
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	// Iterate through the actuators of the game blender
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	// controller and find the corresponding ketsji actuator.
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	game_controller->ReserveActuator(bcontr->totlinks);
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	for (int i=0;i<bcontr->totlinks;i++)
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	{
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		bActuator* bact = (bActuator*) bcontr->links[i];
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		SCA_IActuator *game_actuator = converter->FindGameActuator(bact);
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		if (game_actuator) {
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			logicmgr->RegisterToActuator(game_controller, game_actuator);
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		}
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	}
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}
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void BL_ConvertControllers(
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	struct Object* blenderobject,
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	class KX_GameObject* gameobj,
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	SCA_LogicManager* logicmgr,
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	int activeLayerBitInfo,
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	bool isInActiveLayer,
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	KX_BlenderSceneConverter* converter
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) {
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	int uniqueint=0;
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	int count = 0;
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	int executePriority=0;
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	bController* bcontr = (bController*)blenderobject->controllers.first;
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	while (bcontr)
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	{
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		bcontr = bcontr->next;
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		count++;
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	}
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	gameobj->ReserveController(count);
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	bcontr = (bController*)blenderobject->controllers.first;
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	while (bcontr)
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	{
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		SCA_IController* gamecontroller = NULL;
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		switch(bcontr->type)
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		{
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			case CONT_LOGIC_AND:
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			{
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				gamecontroller = new SCA_ANDController(gameobj);
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				break;
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			}
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			case CONT_LOGIC_OR:
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			{
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				gamecontroller = new SCA_ORController(gameobj);
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				break;
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			}
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			case CONT_LOGIC_NAND:
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			{
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				gamecontroller = new SCA_NANDController(gameobj);
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				break;
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			}
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			case CONT_LOGIC_NOR:
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			{
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				gamecontroller = new SCA_NORController(gameobj);
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				break;
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			}
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			case CONT_LOGIC_XOR:
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			{
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				gamecontroller = new SCA_XORController(gameobj);
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				break;
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			}
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			case CONT_LOGIC_XNOR:
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			{
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				gamecontroller = new SCA_XNORController(gameobj);
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				break;
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			}
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			case CONT_EXPRESSION:
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			{
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				bExpressionCont* bexpcont = (bExpressionCont*) bcontr->data;
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				STR_String expressiontext = STR_String(bexpcont->str);
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				if (expressiontext.Length() > 0)
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				{
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					gamecontroller = new SCA_ExpressionController(gameobj,expressiontext);
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				}
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				break;
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			}
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			case CONT_PYTHON:
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			{
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				bPythonCont* pycont = (bPythonCont*) bcontr->data;
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				SCA_PythonController* pyctrl = new SCA_PythonController(gameobj, pycont->mode);
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				gamecontroller = pyctrl;
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#ifdef WITH_PYTHON
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				pyctrl->SetNamespace(converter->GetPyNamespace());
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				if (pycont->mode==SCA_PythonController::SCA_PYEXEC_SCRIPT) {
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					if (pycont->text)
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					{
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						char *buf;
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						// this is some blender specific code
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						buf= txt_to_buf(pycont->text);
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						if (buf)
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						{
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							pyctrl->SetScriptText(STR_String(buf));
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							pyctrl->SetScriptName(pycont->text->id.name+2);
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							MEM_freeN(buf);
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						}
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					}
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				}
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				else {
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					/* let the controller print any warnings here when importing */
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					pyctrl->SetScriptText(STR_String(pycont->module)); 
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					pyctrl->SetScriptName(pycont->module); /* will be something like module.func so using it as the name is OK */
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					if (pycont->flag & CONT_PY_DEBUG) {
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						printf("\nDebuging \"%s\", module for object %s\n\texpect worse performance.\n", pycont->module, blenderobject->id.name+2);
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						pyctrl->SetDebug(true);
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					}
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				}
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#endif // WITH_PYTHON
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				break;
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			}
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			default:
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			{
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			}
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		}
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		if (gamecontroller)
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		{
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			LinkControllerToActuators(gamecontroller,bcontr,logicmgr,converter);
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			gamecontroller->SetExecutePriority(executePriority++);
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			gamecontroller->SetBookmark((bcontr->flag & CONT_PRIO) != 0);
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			gamecontroller->SetState(bcontr->state_mask);
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			STR_String uniquename = bcontr->name;
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			uniquename += "#CONTR#";
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			uniqueint++;
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			CIntValue* uniqueval = new CIntValue(uniqueint);
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			uniquename += uniqueval->GetText();
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			uniqueval->Release();
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			//unique name was never implemented for sensors and actuators, only for controllers
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			//and it's producing difference in the keys for the lists: obj.controllers/sensors/actuators
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			//at some point it should either be implemented globally (and saved as a separate var) or removed.
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			//gamecontroller->SetName(uniquename);
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			gamecontroller->SetName(bcontr->name);
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			gameobj->AddController(gamecontroller);
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			converter->RegisterGameController(gamecontroller, bcontr);
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#ifdef WITH_PYTHON
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			if (bcontr->type==CONT_PYTHON) {
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				SCA_PythonController *pyctrl= static_cast<SCA_PythonController*>(gamecontroller);
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				/* not strictly needed but gives syntax errors early on and
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				 * gives more predictable performance for larger scripts */
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				if (pyctrl->m_mode==SCA_PythonController::SCA_PYEXEC_SCRIPT)
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					pyctrl->Compile();
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				else {
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					/* We cant do this because importing runs the script which could end up accessing
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					 * internal BGE functions, this is unstable while we're converting the scene.
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					 * This is a pity because its useful to see errors at startup but cant help it */
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					// pyctrl->Import();
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				}
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			}
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#endif // WITH_PYTHON
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			//done with gamecontroller
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			gamecontroller->Release();
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		}
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		bcontr = bcontr->next;
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	}
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}
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