Add logicbricks to ID looper.
This commit is contained in:
@@ -73,6 +73,16 @@ void sca_move_sensor(struct bSensor *sens_to_move, struct Object *ob, int move_u
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void sca_move_controller(struct bController *cont_to_move, struct Object *ob, int move_up);
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void sca_move_actuator(struct bActuator *act_to_move, struct Object *ob, int move_up);
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/* Callback format for performing operations on ID-pointers for sensors/controllers/actuators. */
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typedef void (*SCASensorIDFunc)(struct bSensor *sensor, struct ID **idpoin, void *userdata, int cd_flag);
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typedef void (*SCAControllerIDFunc)(struct bController *controller, struct ID **idpoin, void *userdata, int cd_flag);
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typedef void (*SCAActuatorIDFunc)(struct bActuator *actuator, struct ID **idpoin, void *userdata, int cd_flag);
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void BKE_sca_sensors_id_loop(struct ListBase *senslist, SCASensorIDFunc func, void *userdata);
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void BKE_sca_controllers_id_loop(struct ListBase *contlist, SCAControllerIDFunc func, void *userdata);
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void BKE_sca_actuators_id_loop(struct ListBase *atclist, SCAActuatorIDFunc func, void *userdata);
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const char *sca_state_name_get(Object *ob, short bit);
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#endif
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@@ -30,10 +30,12 @@
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#include <stdlib.h>
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#include "DNA_actuator_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_brush_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_controller_types.h"
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#include "DNA_group_types.h"
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#include "DNA_gpencil_types.h"
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#include "DNA_key_types.h"
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@@ -49,6 +51,7 @@
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#include "DNA_object_force.h"
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#include "DNA_rigidbody_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_sensor_types.h"
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#include "DNA_sequence_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_speaker_types.h"
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@@ -67,6 +70,7 @@
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#include "BKE_modifier.h"
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#include "BKE_particle.h"
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#include "BKE_rigidbody.h"
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#include "BKE_sca.h"
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#include "BKE_sequencer.h"
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#include "BKE_tracking.h"
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@@ -132,6 +136,27 @@ static void library_foreach_particlesystemsObjectLooper(
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FOREACH_CALLBACK_INVOKE_ID_PP(data->self_id, id_pointer, data->flag, data->callback, data->user_data, cd_flag);
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}
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static void library_foreach_sensorsObjectLooper(
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bSensor *UNUSED(sensor), ID **id_pointer, void *user_data, int cd_flag)
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{
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LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
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FOREACH_CALLBACK_INVOKE_ID_PP(data->self_id, id_pointer, data->flag, data->callback, data->user_data, cd_flag);
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}
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static void library_foreach_controllersObjectLooper(
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bController *UNUSED(controller), ID **id_pointer, void *user_data, int cd_flag)
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{
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LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
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FOREACH_CALLBACK_INVOKE_ID_PP(data->self_id, id_pointer, data->flag, data->callback, data->user_data, cd_flag);
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}
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static void library_foreach_actuatorsObjectLooper(
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bActuator *UNUSED(actuator), ID **id_pointer, void *user_data, int cd_flag)
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{
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LibraryForeachIDData *data = (LibraryForeachIDData *) user_data;
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FOREACH_CALLBACK_INVOKE_ID_PP(data->self_id, id_pointer, data->flag, data->callback, data->user_data, cd_flag);
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}
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static void library_foreach_animationData(LibraryForeachIDData *data, AnimData *adt)
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{
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FCurve *fcu;
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@@ -350,6 +375,10 @@ void BKE_library_foreach_ID_link(ID *id, LibraryIDLinkCallback callback, void *u
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for (psys = object->particlesystem.first; psys; psys = psys->next) {
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BKE_particlesystem_id_loop(psys, library_foreach_particlesystemsObjectLooper, &data);
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}
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BKE_sca_sensors_id_loop(&object->sensors, library_foreach_sensorsObjectLooper, &data);
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BKE_sca_controllers_id_loop(&object->controllers, library_foreach_controllersObjectLooper, &data);
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BKE_sca_actuators_id_loop(&object->actuators, library_foreach_actuatorsObjectLooper, &data);
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break;
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}
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@@ -48,6 +48,7 @@
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_library.h"
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#include "BKE_library_query.h"
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#include "BKE_sca.h"
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/* ******************* SENSORS ************************ */
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@@ -903,6 +904,179 @@ void unlink_logicbricks(void **poin, void ***ppoin, short *tot)
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}
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}
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void BKE_sca_sensors_id_loop(ListBase *senslist, SCASensorIDFunc func, void *userdata)
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{
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bSensor *sensor;
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for (sensor = senslist->first; sensor; sensor = sensor->next) {
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func(sensor, (ID **)&sensor->ob, userdata, IDWALK_NOP);
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switch (sensor->type) {
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case SENS_TOUCH: /* DEPRECATED */
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{
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bTouchSensor *ts = sensor->data;
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func(sensor, (ID **)&ts->ma, userdata, IDWALK_NOP);
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break;
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}
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case SENS_MESSAGE:
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{
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bMessageSensor *ms = sensor->data;
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func(sensor, (ID **)&ms->fromObject, userdata, IDWALK_NOP);
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break;
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}
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case SENS_ALWAYS:
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case SENS_NEAR:
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case SENS_KEYBOARD:
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case SENS_PROPERTY:
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case SENS_MOUSE:
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case SENS_COLLISION:
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case SENS_RADAR:
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case SENS_RANDOM:
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case SENS_RAY:
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case SENS_JOYSTICK:
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case SENS_ACTUATOR:
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case SENS_DELAY:
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case SENS_ARMATURE:
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default:
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break;
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}
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}
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}
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void BKE_sca_controllers_id_loop(ListBase *contlist, SCAControllerIDFunc func, void *userdata)
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{
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bController *controller;
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for (controller = contlist->first; controller; controller = controller->next) {
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switch (controller->type) {
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case CONT_PYTHON:
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{
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bPythonCont *pc = controller->data;
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func(controller, (ID **)&pc->text, userdata, IDWALK_NOP);
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break;
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}
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case CONT_LOGIC_AND:
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case CONT_LOGIC_OR:
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case CONT_EXPRESSION:
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case CONT_LOGIC_NAND:
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case CONT_LOGIC_NOR:
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case CONT_LOGIC_XOR:
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case CONT_LOGIC_XNOR:
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default:
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break;
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}
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}
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}
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void BKE_sca_actuators_id_loop(ListBase *actlist, SCAActuatorIDFunc func, void *userdata)
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{
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bActuator *actuator;
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for (actuator = actlist->first; actuator; actuator = actuator->next) {
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func(actuator, (ID **)&actuator->ob, userdata, IDWALK_NOP);
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switch (actuator->type) {
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case ACT_ADD_OBJECT: /* DEPRECATED */
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{
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bAddObjectActuator *aoa = actuator->data;
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func(actuator, (ID **)&aoa->ob, userdata, IDWALK_NOP);
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break;
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}
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case ACT_ACTION:
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{
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bActionActuator *aa = actuator->data;
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func(actuator, (ID **)&aa->act, userdata, IDWALK_NOP);
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break;
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}
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case ACT_SOUND:
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{
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bSoundActuator *sa = actuator->data;
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func(actuator, (ID **)&sa->sound, userdata, IDWALK_NOP);
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break;
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}
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case ACT_EDIT_OBJECT:
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{
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bEditObjectActuator *eoa = actuator->data;
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func(actuator, (ID **)&eoa->ob, userdata, IDWALK_NOP);
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func(actuator, (ID **)&eoa->me, userdata, IDWALK_NOP);
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break;
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}
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case ACT_SCENE:
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{
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bSceneActuator *sa = actuator->data;
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func(actuator, (ID **)&sa->scene, userdata, IDWALK_NOP);
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func(actuator, (ID **)&sa->camera, userdata, IDWALK_NOP);
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break;
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}
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case ACT_PROPERTY:
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{
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bPropertyActuator *pa = actuator->data;
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func(actuator, (ID **)&pa->ob, userdata, IDWALK_NOP);
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break;
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}
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case ACT_OBJECT:
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{
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bObjectActuator *oa = actuator->data;
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func(actuator, (ID **)&oa->reference, userdata, IDWALK_NOP);
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break;
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}
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case ACT_CAMERA:
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{
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bCameraActuator *ca = actuator->data;
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func(actuator, (ID **)&ca->ob, userdata, IDWALK_NOP);
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break;
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}
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case ACT_MESSAGE:
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{
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bMessageActuator *ma = actuator->data;
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func(actuator, (ID **)&ma->toObject, userdata, IDWALK_NOP);
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break;
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}
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case ACT_2DFILTER:
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{
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bTwoDFilterActuator *tdfa = actuator->data;
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func(actuator, (ID **)&tdfa->text, userdata, IDWALK_NOP);
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break;
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}
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case ACT_PARENT:
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{
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bParentActuator *pa = actuator->data;
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func(actuator, (ID **)&pa->ob, userdata, IDWALK_NOP);
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break;
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}
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case ACT_ARMATURE:
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{
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bArmatureActuator *aa = actuator->data;
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func(actuator, (ID **)&aa->target, userdata, IDWALK_NOP);
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func(actuator, (ID **)&aa->subtarget, userdata, IDWALK_NOP);
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break;
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}
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case ACT_STEERING:
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{
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bSteeringActuator *sa = actuator->data;
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func(actuator, (ID **)&sa->target, userdata, IDWALK_NOP);
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func(actuator, (ID **)&sa->navmesh, userdata, IDWALK_NOP);
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break;
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}
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/* Note: some types seems to be non-implemented? ACT_LAMP, ACT_MATERIAL... */
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case ACT_IPO: /* DEPRECATED */
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case ACT_LAMP:
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case ACT_MATERIAL:
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case ACT_END_OBJECT: /* DEPRECATED */
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case ACT_CONSTRAINT:
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case ACT_GROUP:
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case ACT_RANDOM:
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case ACT_GAME:
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case ACT_VISIBILITY:
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case ACT_SHAPEACTION:
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case ACT_STATE:
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case ACT_MOUSE:
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default:
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break;
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}
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}
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}
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const char *sca_state_name_get(Object *ob, short bit)
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{
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bController *cont;
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