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authorJoerg Mueller <nexyon@gmail.com>2011-06-21 02:55:18 +0400
committerJoerg Mueller <nexyon@gmail.com>2011-06-21 02:55:18 +0400
commit207911bdb3e5ba3e110cc7107186af988d2d10e8 (patch)
tree88684071e2813d52f8dc700b593d7644b2be88c8 /source/gameengine/Converter/BL_ActionActuator.cpp
parentadb81a0351c0854ee8529ae7a66ef9c907790ee5 (diff)
parent768184753abb5a69e278bfe6207fe070b2e0ffc7 (diff)
Merge with trunk r37677
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 b318121c486..fd16519335a 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -489,7 +489,7 @@ 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