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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-17 01:11:38 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-09-17 01:11:38 +0400
commit73fd8000775e1558b5140ace86860477d61d8b98 (patch)
treea37da0fe2690c8a67baa7666724d77744ea2da5f /source/gameengine/Converter/BL_ActionActuator.cpp
parent0c77a178da71bcd5f8a83c1c951885320ba8a8d2 (diff)
Fix for bug #5413: game engine armature actions and shapes keys
didn't work correct with scene suspend/resume, now works the same as IPO's.
Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 119465c8726..b8514e33127 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -152,6 +152,8 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
bool apply=true;
int priority;
float newweight;
+
+ curtime -= KX_KetsjiEngine::GetSuspendedDelta();
// result = true if animation has to be continued, false if animation stops
// maybe there are events for us in the queue !