forked from bartvdbraak/blender
pydoc cleanup + remove unused bge.logic constants
+ adding PINGPONG as action actuator constant in rst
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@ -69,11 +69,9 @@ See the actuator's reference for available methods
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:columns: 3
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* :class:`~bge.types.BL_ActionActuator`
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* :class:`~bge.types.BL_ShapeActionActuator`
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* :class:`~bge.types.KX_CameraActuator`
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* :class:`~bge.types.KX_ConstraintActuator`
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* :class:`~bge.types.KX_GameActuator`
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* :class:`~bge.types.KX_IpoActuator`
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* :class:`~bge.types.KX_NetworkMessageActuator`
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* :class:`~bge.types.KX_ObjectActuator`
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* :class:`~bge.types.KX_ParentActuator`
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@ -477,6 +475,7 @@ Action Actuator
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See :class:`bge.types.BL_ActionActuator`
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.. data:: KX_ACTIONACT_PLAY
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.. data:: KX_ACTIONACT_PINGPONG
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.. data:: KX_ACTIONACT_FLIPPER
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.. data:: KX_ACTIONACT_LOOPSTOP
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.. data:: KX_ACTIONACT_LOOPEND
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@ -635,21 +634,6 @@ See :class:`bge.types.KX_GameActuator`
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.. data:: KX_GAME_SAVECFG
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.. data:: KX_GAME_LOADCFG
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.. _ipo-actuator:
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------------
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IPO Actuator
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------------
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See :class:`bge.types.KX_IpoActuator`
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.. data:: KX_IPOACT_PLAY
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.. data:: KX_IPOACT_PINGPONG
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.. data:: KX_IPOACT_FLIPPER
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.. data:: KX_IPOACT_LOOPSTOP
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.. data:: KX_IPOACT_LOOPEND
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.. data:: KX_IPOACT_FROM_PROP
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---------------
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Parent Actuator
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---------------
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@ -691,20 +675,6 @@ See :class:`bge.types.KX_SceneActuator`
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.. data:: KX_SCENE_SUSPEND
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.. data:: KX_SCENE_RESUME
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.. _shape-action-actuator:
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---------------------
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Shape Action Actuator
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---------------------
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See :class:`bge.types.BL_ActionActuator`
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.. data:: KX_ACTIONACT_PLAY
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.. data:: KX_ACTIONACT_FLIPPER
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.. data:: KX_ACTIONACT_LOOPSTOP
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.. data:: KX_ACTIONACT_LOOPEND
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.. data:: KX_ACTIONACT_PROPERTY
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.. _logic-sound-actuator:
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--------------
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@ -1457,15 +1457,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_LOCAL, KX_ConstraintActuator::KX_ACT_CONSTRAINT_LOCAL);
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KX_MACRO_addTypesToDict(d, KX_CONSTRAINTACT_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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KX_MACRO_addTypesToDict(d, KX_IPOACT_PINGPONG, KX_IpoActuator::KX_ACT_IPO_PINGPONG);
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KX_MACRO_addTypesToDict(d, KX_IPOACT_FLIPPER, KX_IpoActuator::KX_ACT_IPO_FLIPPER);
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KX_MACRO_addTypesToDict(d, KX_IPOACT_LOOPSTOP, KX_IpoActuator::KX_ACT_IPO_LOOPSTOP);
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KX_MACRO_addTypesToDict(d, KX_IPOACT_LOOPEND, KX_IpoActuator::KX_ACT_IPO_LOOPEND);
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KX_MACRO_addTypesToDict(d, KX_IPOACT_FROM_PROP,KX_IpoActuator::KX_ACT_IPO_FROM_PROP);
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/* 5. Random distribution types */
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/* 4. Random distribution types */
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_BOOL_CONST, SCA_RandomActuator::KX_RANDOMACT_BOOL_CONST);
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_BOOL_UNIFORM, SCA_RandomActuator::KX_RANDOMACT_BOOL_UNIFORM);
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_BOOL_BERNOUILLI, SCA_RandomActuator::KX_RANDOMACT_BOOL_BERNOUILLI);
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@ -1477,7 +1469,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_FLOAT_NORMAL, SCA_RandomActuator::KX_RANDOMACT_FLOAT_NORMAL);
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KX_MACRO_addTypesToDict(d, KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL, SCA_RandomActuator::KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL);
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/* 6. Sound actuator */
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/* 5. 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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@ -1485,7 +1477,7 @@ 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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/* 7. Action actuator */
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/* 6. Action actuator */
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KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PLAY, ACT_ACTION_PLAY);
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KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PINGPONG, ACT_ACTION_PINGPONG);
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KX_MACRO_addTypesToDict(d, KX_ACTIONACT_FLIPPER, ACT_ACTION_FLIPPER);
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@ -1493,7 +1485,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, KX_ACTIONACT_LOOPEND, ACT_ACTION_LOOP_END);
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KX_MACRO_addTypesToDict(d, KX_ACTIONACT_PROPERTY, ACT_ACTION_FROM_PROP);
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/*8. GL_BlendFunc */
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/* 7. GL_BlendFunc */
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KX_MACRO_addTypesToDict(d, BL_ZERO, GL_ZERO);
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KX_MACRO_addTypesToDict(d, BL_ONE, GL_ONE);
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KX_MACRO_addTypesToDict(d, BL_SRC_COLOR, GL_SRC_COLOR);
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@ -1507,7 +1499,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, BL_SRC_ALPHA_SATURATE, GL_SRC_ALPHA_SATURATE);
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/* 9. UniformTypes */
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/* 8. UniformTypes */
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KX_MACRO_addTypesToDict(d, SHD_TANGENT, BL_Shader::SHD_TANGENT);
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KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX, BL_Shader::MODELVIEWMATRIX);
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KX_MACRO_addTypesToDict(d, MODELVIEWMATRIX_TRANSPOSE, BL_Shader::MODELVIEWMATRIX_TRANSPOSE);
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@ -1524,7 +1516,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack
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KX_MACRO_addTypesToDict(d, CAM_POS, BL_Shader::CAM_POS);
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KX_MACRO_addTypesToDict(d, CONSTANT_TIMER, BL_Shader::CONSTANT_TIMER);
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/* 10 state actuator */
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/* 9. state actuator */
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KX_MACRO_addTypesToDict(d, KX_STATE1, (1<<0));
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KX_MACRO_addTypesToDict(d, KX_STATE2, (1<<1));
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KX_MACRO_addTypesToDict(d, KX_STATE3, (1<<2));
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