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; }