bool KX_SCA_DynamicActuator::Update()
{
	// bool result = false;	/*unused*/
	KX_GameObject *obj = (KX_GameObject*) GetParent();
	bool bNegativeEvent = IsNegativeEvent();
	KX_IPhysicsController* controller;
	RemoveAllEvents();

	if (bNegativeEvent)
		return false; // do nothing on negative events
	
	if (!obj)
		return false; // object not accessible, shouldnt happen
	controller = obj->GetPhysicsController();
	if (!controller)
		return false;	// no physic object

	switch (m_dyn_operation)
	{
		case 0:			
			obj->RestoreDynamics();	
			break;
		case 1:
			obj->SuspendDynamics();
			break;
		case 2:
			controller->setRigidBody(true);	
			break;
		case 3:
			controller->setRigidBody(false);
			break;
		case 4:
			controller->SetMass(m_setmass);
			break;
	}

	return false;
}