diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2011-08-11 00:05:30 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-08-11 00:05:30 +0400 |
commit | 7707140fd1b227378a29361daaa9402a343fcaf1 (patch) | |
tree | 25b0292f06b1fa21f31c0abf7774d10d64c068c6 /source/gameengine/Converter/BL_ActionActuator.cpp | |
parent | 286a6d39c7b9306b49878f07f560c89f25e65a9b (diff) |
BGE Animations: Always update the localtime used for continuous animations. Previously this was only done on a positive or negative pulse, which could lead to some issues with a continuous flipper animation.
Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ActionActuator.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp index 4e4d838d8ff..cfaede5cd41 100644 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ b/source/gameengine/Converter/BL_ActionActuator.cpp @@ -188,12 +188,12 @@ bool BL_ActionActuator::Update(double curtime, bool frame) bPositiveEvent = m_posevent; RemoveAllEvents(); } + + if (use_continue && m_flag & ACT_FLAG_ACTIVE) + m_localtime = obj->GetActionFrame(m_layer); if (bPositiveEvent) { - if (use_continue && m_flag & ACT_FLAG_ACTIVE) - start = m_localtime = obj->GetActionFrame(m_layer); - if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, play_mode, m_layer_weight, m_ipo_flags)) { m_flag |= ACT_FLAG_ACTIVE; |