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; }