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author | Mitchell Stokes <mogurijin@gmail.com> | 2012-08-06 04:53:26 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2012-08-06 04:53:26 +0400 |
commit | 583fa7d1eaa5e13eb9d86b0fd198b0af2b6b2023 (patch) | |
tree | 02d60b1775046365173004296e0d5acd1b5e662a | |
parent | a423f55ca9eb03c27b94f87e655d8ebd71e34cb6 (diff) |
Fix for [#32054] "Animation break after resuming scene" reported by Andreas Esau (ndee). The action's timing was getting messed up which resulted in negative local frames, which were being counted as "done."
-rw-r--r-- | source/gameengine/Ketsji/BL_Action.cpp | 7 |
1 files changed, 6 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp index fbeb34b70b4..a21c3965be9 100644 --- a/source/gameengine/Ketsji/BL_Action.cpp +++ b/source/gameengine/Ketsji/BL_Action.cpp @@ -206,7 +206,7 @@ bool BL_Action::Play(const char* name, } // Now that we have an action, we have something we can play - m_starttime = KX_GetActiveEngine()->GetFrameTime(); + m_starttime = -1.f; // We get the start time on our first update m_startframe = m_localtime = start; m_endframe = end; m_blendin = blendin; @@ -338,6 +338,11 @@ void BL_Action::Update(float curtime) curtime -= KX_KetsjiEngine::GetSuspendedDelta(); + // Grab the start time here so we don't end up with a negative m_localtime when + // suspending and resuming scenes. + if (m_starttime < 0) + m_starttime = curtime; + if (m_calc_localtime) SetLocalTime(curtime); else |