use long long rather then int for storing game logic properties.
There were also some problems with int to python conversion - assigning a PyLong to a KX_GameObject from python would raise an error - PyLong were coerced into floats when used with internal CValue arithmetic Changes... - PyLong is converted into CIntValue for coercing and assigning from python - CValue's generic GetNumber() function returns a double rather then a float. - Print an error when a PyType cant be coerced into a CValue Tested with python, expressions and property sensor.
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@@ -177,7 +177,7 @@ CValue* KX_PolyProxy::Calc(VALUE_OPERATOR, CValue *) { return NULL;}
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CValue* KX_PolyProxy::CalcFinal(VALUE_DATA_TYPE, VALUE_OPERATOR, CValue *) { return NULL;}
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STR_String sPolyName="polygone";
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const STR_String & KX_PolyProxy::GetText() {return sPolyName;};
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float KX_PolyProxy::GetNumber() { return -1;}
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double KX_PolyProxy::GetNumber() { return -1;}
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STR_String KX_PolyProxy::GetName() { return sPolyName;}
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void KX_PolyProxy::SetName(STR_String) { };
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CValue* KX_PolyProxy::GetReplica() { return NULL;}
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