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authorDalai Felinto <dfelinto@gmail.com>2011-02-16 22:53:39 +0300
committerDalai Felinto <dfelinto@gmail.com>2011-02-16 22:53:39 +0300
commit230aed624220a5c7eee956254b5bf36eaf3b04f6 (patch)
treef30f05544ea9d4f8c0d44050063471d42899ef37 /source/gameengine/Converter/BL_ShapeActionActuator.h
parent0ea7f1ce155147e873ffc4350f8faf4489c9052a (diff)
BGE: Action and ShapeKey Actuator PingPong playmode.
I have no idea why this hasn't been implemented before (the DEFINES were even there already). But since the Ipo (Fcurve) Actuator supports it I don't see why Action and ShapeKey shouldn't. More than a new feature or a bugfix this is actually a step forward into unifying them.
Diffstat (limited to 'source/gameengine/Converter/BL_ShapeActionActuator.h')
-rw-r--r--source/gameengine/Converter/BL_ShapeActionActuator.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Converter/BL_ShapeActionActuator.h b/source/gameengine/Converter/BL_ShapeActionActuator.h
index e6457e2c686..64b75967874 100644
--- a/source/gameengine/Converter/BL_ShapeActionActuator.h
+++ b/source/gameengine/Converter/BL_ShapeActionActuator.h
@@ -113,6 +113,7 @@ public:
switch (act->m_playtype) {
case ACT_ACTION_PLAY:
+ case ACT_ACTION_PINGPONG:
case ACT_ACTION_FLIPPER:
case ACT_ACTION_LOOP_STOP:
case ACT_ACTION_LOOP_END: