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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-10-16 15:41:50 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-10-16 15:41:50 +0400
commit7b2567924b9b86961cd4c07b76653f49939cab1c (patch)
treeadcf1091db6f3f78c05c6b02c567a9b77fc10092 /source/gameengine/Converter/BL_ActionActuator.h
parent063982914038ecd578bab7849a1e94cccbb8d8b9 (diff)
Switch fixed time system. Logic updates should now happen at 30Hz, physics at 60Hz. (By default, use Python to set.) Some actuators still run at framerate (IPO, Action) for nice smooth animation, and an excuse to buy high end hardware.
Keyboard sensors can now hook escape key. Ctrl-Break can be used from within blender if you've forgotten an end game actuator. Fixed a stupid bug preventing some actuators working (like TrackTo).
Diffstat (limited to 'source/gameengine/Converter/BL_ActionActuator.h')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.h4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.h b/source/gameengine/Converter/BL_ActionActuator.h
index ca1f937cbd4..bf030b5861f 100644
--- a/source/gameengine/Converter/BL_ActionActuator.h
+++ b/source/gameengine/Converter/BL_ActionActuator.h
@@ -71,7 +71,7 @@ public:
{
};
virtual ~BL_ActionActuator();
- virtual bool Update(double curtime,double deltatime);
+ virtual bool Update(double curtime, bool frame);
CValue* GetReplica();
void ProcessReplica();
@@ -113,11 +113,13 @@ protected:
MT_Point3 m_lastpos;
int m_flag;
float m_starttime;
+ float m_startWallTime;
float m_endtime;
float m_localtime;
float m_lastUpdate;
short m_playtype;
float m_blendin;
+ float m_blendstart;
short m_priority;
float m_stridelength;
struct bPose* m_pose;