BGE logic patch: fix another incompatibility with YF.
authorBenoit Bolsee <benoit.bolsee@online.be>
Wed, 20 May 2009 08:45:42 +0000 (08:45 +0000)
committerBenoit Bolsee <benoit.bolsee@online.be>
Wed, 20 May 2009 08:45:42 +0000 (08:45 +0000)
commitc0844b7938ec21e1fcd2ceea11ef5ae18e39c070
tree678c7d9d1e2762f51b399f8809a9ed0c20039325
parentdc6ae673b1d95d28c4fab4dbfbd9947d4a6c3bb2
BGE logic patch: fix another incompatibility with YF.

Previous patch was not sorting the state actuators. This was causing
some problems with YoFrankie that relies on the order of actuators
when multiple state actuators are activated at once.

Active state actuators will now be sorted per object. This doesn't
change the fact that state actuators are executed before all other
actuators as before.

Incidently, made the logic loop faster.
source/gameengine/GameLogic/SCA_IActuator.cpp
source/gameengine/GameLogic/SCA_IActuator.h
source/gameengine/GameLogic/SCA_ILogicBrick.h
source/gameengine/GameLogic/SCA_IObject.cpp
source/gameengine/GameLogic/SCA_IObject.h
source/gameengine/GameLogic/SCA_LogicManager.cpp
source/gameengine/GameLogic/SCA_LogicManager.h
source/gameengine/Ketsji/KX_StateActuator.cpp
source/gameengine/SceneGraph/SG_QList.h