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author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-17 01:11:38 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-09-17 01:11:38 +0400 |
commit | 73fd8000775e1558b5140ace86860477d61d8b98 (patch) | |
tree | a37da0fe2690c8a67baa7666724d77744ea2da5f /source/gameengine/Converter/BL_ShapeActionActuator.cpp | |
parent | 0c77a178da71bcd5f8a83c1c951885320ba8a8d2 (diff) |
Fix for bug #5413: game engine armature actions and shapes keys
didn't work correct with scene suspend/resume, now works the same
as IPO's.
Diffstat (limited to 'source/gameengine/Converter/BL_ShapeActionActuator.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_ShapeActionActuator.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.cpp b/source/gameengine/Converter/BL_ShapeActionActuator.cpp index 679b0df7ec6..da5ca1e7c95 100644 --- a/source/gameengine/Converter/BL_ShapeActionActuator.cpp +++ b/source/gameengine/Converter/BL_ShapeActionActuator.cpp @@ -155,6 +155,8 @@ bool BL_ShapeActionActuator::Update(double curtime, bool frame) bool apply=true; int priority; float newweight; + + curtime -= KX_KetsjiEngine::GetSuspendedDelta(); // result = true if animation has to be continued, false if animation stops // maybe there are events for us in the queue ! |