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authorJoshua Leung <aligorith@gmail.com>2009-01-18 13:41:45 +0300
committerJoshua Leung <aligorith@gmail.com>2009-01-18 13:41:45 +0300
commit53ae509cc5ad75dca490dea8c632d542285e0058 (patch)
tree3ccf1ca8583c46b67391ceca2b07698c19f28c8c /source/blender/blenkernel/intern/key.c
parent711d04a4995f16abbbaca0deecadd48fefbbe165 (diff)
2.5 - AnimSys Data management stuff...
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so. * Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use... * Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code). * File writing code should now only write the new data to files
Diffstat (limited to 'source/blender/blenkernel/intern/key.c')
-rw-r--r--source/blender/blenkernel/intern/key.c5
1 files changed, 2 insertions, 3 deletions
diff --git a/source/blender/blenkernel/intern/key.c b/source/blender/blenkernel/intern/key.c
index f06583a6ace..718ddf2dc96 100644
--- a/source/blender/blenkernel/intern/key.c
+++ b/source/blender/blenkernel/intern/key.c
@@ -43,6 +43,7 @@
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
+#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_blender.h"
#include "BKE_curve.h"
@@ -77,9 +78,7 @@ void free_key(Key *key)
{
KeyBlock *kb;
-#if 0 // XXX old animation system
- if(key->ipo) key->ipo->id.us--;
-#endif // XXX old animation system
+ BKE_free_animdata((ID *)key);
while( (kb= key->block.first) ) {