#ifdef HAVE_CONFIG_H #include <config.h> #endif added to these files. Kent -- mein@cs.umn.edu
		
			
				
	
	
		
			340 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			340 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//
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// Add an object when this actuator is triggered
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//
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// $Id$
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//
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// ***** BEGIN GPL/BL DUAL 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. The Blender
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// Foundation also sells licenses for use in proprietary software under
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// the Blender License.  See http://www.blender.org/BL/ for information
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// about this.
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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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, 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/BL DUAL LICENSE BLOCK *****
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// Previously existed as:
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// \source\gameengine\GameLogic\SCA_AddObjectActuator.cpp
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// Please look here for revision history.
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#include "KX_SCA_AddObjectActuator.h"
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#include "SCA_IScene.h"
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#include "KX_GameObject.h"
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#include "KX_IPhysicsController.h"
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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/* ------------------------------------------------------------------------- */
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/* Native functions                                                          */
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/* ------------------------------------------------------------------------- */
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KX_SCA_AddObjectActuator::KX_SCA_AddObjectActuator(SCA_IObject *gameobj,
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												   CValue* original,
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												   int time,
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												   SCA_IScene* scene,
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												   const MT_Vector3& linvel,
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												   bool local,
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												   PyTypeObject* T)
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	: 
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	SCA_IActuator(gameobj, T),
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	m_OriginalObject(original),
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	m_scene(scene),
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	m_linear_velocity(linvel),
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	m_localFlag(local)
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{
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	m_lastCreatedObject = NULL;
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	m_timeProp = time;
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} 
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KX_SCA_AddObjectActuator::~KX_SCA_AddObjectActuator()
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{ 
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	if (m_lastCreatedObject)
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		m_lastCreatedObject->Release();
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} 
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bool KX_SCA_AddObjectActuator::Update(double curtime,
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									  double deltatime)
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{
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	bool result = false;	
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	bool bNegativeEvent = IsNegativeEvent();
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	RemoveAllEvents();
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	if (bNegativeEvent) return false; // do nothing on negative events
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	if (m_OriginalObject)
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	{
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		// Add an identical object, with properties inherited from the original object	
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		// Now it needs to be added to the current scene.
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		SCA_IObject* replica = m_scene->AddReplicaObject(m_OriginalObject,GetParent(),m_timeProp );
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		KX_GameObject * game_obj = static_cast<KX_GameObject *>(replica);
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		game_obj->setLinearVelocity(m_linear_velocity,m_localFlag);
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		//if (game_obj->GetSumoObject())
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		//{
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			// If this is object is also controlled by physics.
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			// we have to inform the physics controller that 
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			// we no longer take control of the object.
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		//	game_obj->GetPhysicsController()->ResolveCombinedVelocities(m_linear_velocity,
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		//																MT_Vector3(0,0,0),
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		//																m_localFlag,
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		//																false);
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		//}
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		// keep a copy of the last object, to allow python scripters to change it
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		if (m_lastCreatedObject)
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			m_lastCreatedObject->Release();
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		m_lastCreatedObject = replica;
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		m_lastCreatedObject->AddRef();
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	}
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	return false;
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}
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SCA_IObject* KX_SCA_AddObjectActuator::GetLastCreatedObject() const 
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{
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	return m_lastCreatedObject;
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}
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CValue* KX_SCA_AddObjectActuator::GetReplica() 
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{
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	KX_SCA_AddObjectActuator* replica = new KX_SCA_AddObjectActuator(*this);
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	if (replica == NULL)
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		return NULL;
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	// this will copy properties and so on...
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	replica->ProcessReplica();
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	replica->m_lastCreatedObject=NULL;
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	CValue::AddDataToReplica(replica);
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	return replica;
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}
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/* ------------------------------------------------------------------------- */
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/* Python functions                                                          */
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/* ------------------------------------------------------------------------- */
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/* Integration hooks ------------------------------------------------------- */
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PyTypeObject KX_SCA_AddObjectActuator::Type = {
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	PyObject_HEAD_INIT(&PyType_Type)
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	0,
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	"KX_SCA_AddObjectActuator",
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	sizeof(KX_SCA_AddObjectActuator),
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	0,
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	PyDestructor,
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	0,
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	__getattr,
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	__setattr,
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	0, 
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	__repr,
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	0,
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	0,
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	0,
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	0,
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	0
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};
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PyParentObject KX_SCA_AddObjectActuator::Parents[] = {
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	&SCA_IActuator::Type,
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	&SCA_ILogicBrick::Type,
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	&CValue::Type,
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	NULL
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};
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PyMethodDef KX_SCA_AddObjectActuator::Methods[] = {
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  {"setObject", (PyCFunction) KX_SCA_AddObjectActuator::sPySetObject, METH_VARARGS, SetObject_doc},
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  {"setTime", (PyCFunction) KX_SCA_AddObjectActuator::sPySetTime, METH_VARARGS, SetTime_doc},
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  {"getObject", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetObject, METH_VARARGS, GetObject_doc},
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  {"getTime", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetTime, METH_VARARGS, GetTime_doc},
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  {"getLinearVelocity", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetLinearVelocity, METH_VARARGS, GetLinearVelocity_doc},
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  {"setLinearVelocity", (PyCFunction) KX_SCA_AddObjectActuator::sPySetLinearVelocity, METH_VARARGS, SetLinearVelocity_doc},
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  {"getLastCreatedObject", (PyCFunction) KX_SCA_AddObjectActuator::sPyGetLastCreatedObject, METH_VARARGS,"getLastCreatedObject() : get the object handle to the last created object\n"},
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  {NULL,NULL} //Sentinel
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};
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PyObject* KX_SCA_AddObjectActuator::_getattr(char* attr)
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{
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  _getattr_up(SCA_IActuator);
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}
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/* 1. setObject */
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char KX_SCA_AddObjectActuator::SetObject_doc[] = 
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"setObject(name)\n"
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"\t- name: string\n"
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"\tSets the object that will be added. There has to be an object\n"
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"\tof this name. If not, this function does nothing.\n";
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PyObject* KX_SCA_AddObjectActuator::PySetObject(PyObject* self,
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												PyObject* args,
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												PyObject* kwds)
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{    
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	char* objectname;
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	if (!PyArg_ParseTuple(args, "s", &objectname))
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		return NULL;		
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	CValue* gameobj = SCA_ILogicBrick::m_sCurrentLogicManager->GetGameObjectByName(STR_String(objectname));
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	m_OriginalObject= (CValue*)gameobj;
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	Py_Return;	
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}
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/* 2. setTime */
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char KX_SCA_AddObjectActuator::SetTime_doc[] = 
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"setTime(duration)\n"
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"\t- duration: integer\n"
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"\tSets the lifetime of the object that will be added, in frames. \n"
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"\tIf the duration is negative, it is set to 0.\n";
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PyObject* KX_SCA_AddObjectActuator::PySetTime(PyObject* self,
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											  PyObject* args,
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											  PyObject* kwds)
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{
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	int deltatime;
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	if (!PyArg_ParseTuple(args, "i", &deltatime))
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		return NULL;
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	m_timeProp = deltatime;
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	if (m_timeProp < 0) m_timeProp = 0;
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	Py_Return;
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}
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/* 3. getTime */
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char KX_SCA_AddObjectActuator::GetTime_doc[] = 
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"GetTime()\n"
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"\tReturns the lifetime of the object that will be added.\n";
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PyObject* KX_SCA_AddObjectActuator::PyGetTime(PyObject* self,
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											  PyObject* args,
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											  PyObject* kwds)
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{
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	return PyInt_FromLong(m_timeProp);
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}
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/* 4. getObject */
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char KX_SCA_AddObjectActuator::GetObject_doc[] = 
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"getObject()\n"
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"\tReturns the name of the object that will be added.\n";
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PyObject* KX_SCA_AddObjectActuator::PyGetObject(PyObject* self,
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												PyObject* args,
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												PyObject* kwds)
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{
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	return PyString_FromString(m_OriginalObject->GetName());
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}
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/* 5. getLinearVelocity */
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char KX_SCA_AddObjectActuator::GetLinearVelocity_doc[] = 
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"GetLinearVelocity()\n"
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"\tReturns the linear velocity that will be assigned to \n"
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"\tthe created object.\n";
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PyObject* KX_SCA_AddObjectActuator::PyGetLinearVelocity(PyObject* self,
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														PyObject* args,
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														PyObject* kwds)
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{
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	PyObject *retVal = PyList_New(3);
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	PyList_SetItem(retVal, 0, PyFloat_FromDouble(m_linear_velocity[0]));
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	PyList_SetItem(retVal, 1, PyFloat_FromDouble(m_linear_velocity[1]));
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	PyList_SetItem(retVal, 2, PyFloat_FromDouble(m_linear_velocity[2]));
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	return retVal;
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}
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/* 6. setLinearVelocity                                                 */
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char KX_SCA_AddObjectActuator::SetLinearVelocity_doc[] = 
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"setLinearVelocity(vx, vy, vz)\n"
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"\t- vx: float\n"
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"\t- vy: float\n"
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"\t- vz: float\n"
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"\tAssign this velocity to the created object. \n";
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PyObject* KX_SCA_AddObjectActuator::PySetLinearVelocity(PyObject* self,
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														PyObject* args,
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														PyObject* kwds)
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{
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	float vecArg[3];
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	if (!PyArg_ParseTuple(args, "fff", &vecArg[0], &vecArg[1], &vecArg[2]))
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		return NULL;
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	m_linear_velocity.setValue(vecArg);
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	Py_Return;
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}
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/* 7. GetLastCreatedObject                                                */
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char KX_SCA_AddObjectActuator::GetLastCreatedObject_doc[] = 
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"getLastCreatedObject()\n"
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"\tReturn the last created object. \n";
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PyObject* KX_SCA_AddObjectActuator::PyGetLastCreatedObject(PyObject* self,
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														   PyObject* args,
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														   PyObject* kwds)
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{
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	SCA_IObject* result = this->GetLastCreatedObject();
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	if (result)
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	{
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		result->AddRef();
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		return result;
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	}
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	// don't return NULL to python anymore, it gives trouble in the scripts
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	Py_Return;
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}
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