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authorMitchell Stokes <mogurijin@gmail.com>2014-12-03 06:06:19 +0300
committerMitchell Stokes <mogurijin@gmail.com>2014-12-03 06:12:03 +0300
commit5996ad2fd48536c9e38f7ca4329d3dd19364ee39 (patch)
treedde40cf481a4ffbcbce510b75bd1c67e9eb93e76 /source/gameengine/Converter/BL_ActionActuator.cpp
parentaf92f3d325178049de55331258bb341b05c2f4a7 (diff)
Fixes for T41168
after the completion of the action in "Flipper", layer is removed and the actuator mistakenly receive zero when trying to get the current frame Patch Author: avrprj Reviewers: moguri Projects: #game_logic Differential Revision: https://developer.blender.org/D906
Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 3dd013dfd63..f1a7287c0fe 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -320,8 +320,9 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
case ACT_ACTION_FLIPPER:
// Convert into a play action and play back to the beginning
+ float temp = end;
end = start;
- start = obj->GetActionFrame(m_layer);
+ start = curr_action ? obj->GetActionFrame(m_layer) : temp;
obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags, 1.f, blendmode);
m_flag |= ACT_FLAG_PLAY_END;