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authorMitchell Stokes <mogurijin@gmail.com>2011-07-03 06:51:14 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-07-03 06:51:14 +0400
commit5d7921691b07cfc3ea1f647ae12fdfa81e2922cf (patch)
tree4add26d70d649fac49dbf58effac62d27bd17cb9 /source/gameengine/Converter/BL_ActionActuator.cpp
parent5f4f75c51a511f4f190c16eedfc4c04c3b9aa387 (diff)
BGE Animations: Reimplementing support for the "Flipper" play mode of the action actuator.
Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 05e612050e4..c6841e9e560 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -208,6 +208,14 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
return true;
}
+ else if (m_playtype == ACT_ACTION_FLIPPER)
+ {
+ // Convert into a play action and play back to the beginning
+ end = start;
+ start = obj->GetActionFrame(m_layer);
+ obj->StopAction(m_layer);
+ 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);
+ }
m_is_going = false;
}