BGE patch: new 'Advanced Settings' button to keep special Bullet options away from...
[blender.git] / source / gameengine / Converter / BL_BlenderDataConversion.cpp
index 425e07a257c8cfc592bf1179fc8e78076c1f2bfb..593833742e70ed71d3ab7bcb9d5345b825e70db0 100644 (file)
@@ -1315,19 +1315,12 @@ void BL_CreatePhysicsObjectNew(KX_GameObject* gameobj,
        objprop.m_isCompoundChild = isCompoundChild;
        objprop.m_hasCompoundChildren = (blenderobject->gameflag & OB_CHILD) != 0;
        objprop.m_margin = blenderobject->margin;
-
-       if ((objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0))
-       {
-               objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
-               objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
-               objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0;
-               objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag
-       } else {
-               objprop.m_dyna = false;
-               objprop.m_angular_rigidbody = false;
-               objprop.m_ghost = false;
-               objprop.m_disableSleeping = false;
-       }
+       // ACTOR is now a separate feature
+       objprop.m_isactor = (blenderobject->gameflag & OB_ACTOR)!=0;
+       objprop.m_dyna = (blenderobject->gameflag & OB_DYNAMIC) != 0;
+       objprop.m_angular_rigidbody = (blenderobject->gameflag & OB_RIGID_BODY) != 0;
+       objprop.m_ghost = (blenderobject->gameflag & OB_GHOST) != 0;
+       objprop.m_disableSleeping = (blenderobject->gameflag & OB_COLLISION_RESPONSE) != 0;//abuse the OB_COLLISION_RESPONSE flag
        //mmm, for now, taks this for the size of the dynamicobject
        // Blender uses inertia for radius of dynamic object
        objprop.m_radius = blenderobject->inertia;