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authorMitchell Stokes <mogurijin@gmail.com>2011-07-29 10:32:30 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-07-29 10:32:30 +0400
commitb46d8955509e805f06b76a6fd800ecb4edee113b (patch)
tree7ed0b1a3b5d04ab48d3e9062ff02ce54961ecb06 /source/gameengine/Converter/BL_ActionActuator.cpp
parent6960127d2609620d52620539388ada5cb466bab2 (diff)
parent26589497529ca3c8da85391d4976d286a371e258 (diff)
Merging r36529-38806bge_components
Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index c00e7ec7e29..7e353d590bb 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -405,7 +405,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
// 2.5x - could also do this but looks too high level, constraints use this, it works ok.
// Object workob; /* evaluate using workob */
-// what_does_obaction((Scene *)obj->GetScene(), obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
+// what_does_obaction(obj->GetArmatureObject(), &workob, m_pose, m_action, NULL, m_localtime);
}
// done getting the pose from the action