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authorMitchell Stokes <mogurijin@gmail.com>2011-08-11 00:05:30 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-08-11 00:05:30 +0400
commit7707140fd1b227378a29361daaa9402a343fcaf1 (patch)
tree25b0292f06b1fa21f31c0abf7774d10d64c068c6 /source/gameengine/Converter/BL_ActionActuator.cpp
parent286a6d39c7b9306b49878f07f560c89f25e65a9b (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.cpp6
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;