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authorMitchell Stokes <mogurijin@gmail.com>2011-06-29 05:53:17 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-06-29 05:53:17 +0400
commitd122f24c1af429dd59a0051db01650fd2b1abbba (patch)
treed81cf34654d6eb2910e1d7ca338e90060b034624 /source/gameengine/Converter/BL_ActionActuator.cpp
parentde3c95a09c9eb82b04da4345c98eb53030342af8 (diff)
BGE Animations: Fixing a bug with priority and non continuous animations.
Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.cpp')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index 3368e43c9e8..5a91c10c189 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -184,8 +184,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
if (!m_is_going && bPositiveEvent)
{
m_is_going = true;
- obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, play_mode, 0, m_ipo_flags);
- if (m_end_reset)
+ if (obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, m_blendin, play_mode, 0, m_ipo_flags) && m_end_reset)
obj->SetActionFrame(m_layer, m_localtime);
}
else if (m_is_going && bNegativeEvent)