bool
KX_VisibilityActuator::Update()
{
	bool bNegativeEvent = IsNegativeEvent();
	
	RemoveAllEvents();
	if (bNegativeEvent) return false;

	KX_GameObject *obj = (KX_GameObject*) GetParent();
	
	obj->SetVisible(m_visible, m_recursive);
	obj->SetOccluder(m_occlusion, m_recursive);
	obj->UpdateBuckets(m_recursive);

	return false;
}