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authorMitchell Stokes <mogurijin@gmail.com>2011-08-07 08:57:23 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-08-07 08:57:23 +0400
commit5cc0bb0d1b3dbdc8494fe2ff444c683b82b7d15f (patch)
tree62393da2ea43acc0eb08d72c5f58a8f7c7b89919 /source/gameengine/Converter/KX_BlenderSceneConverter.h
parentc334bf69a7282254bb80bb2896bd8716930a4adf (diff)
BGE Animations: The IPO conversion code relied on objects having an adt, but this isn't always the case. object->adt can be NULL, which causes a crash. Now BL_InterpolatorLists are cached by action instead of adt.
Diffstat (limited to 'source/gameengine/Converter/KX_BlenderSceneConverter.h')
-rw-r--r--source/gameengine/Converter/KX_BlenderSceneConverter.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Converter/KX_BlenderSceneConverter.h b/source/gameengine/Converter/KX_BlenderSceneConverter.h
index 2340e44d288..ba919eb9592 100644
--- a/source/gameengine/Converter/KX_BlenderSceneConverter.h
+++ b/source/gameengine/Converter/KX_BlenderSceneConverter.h
@@ -113,8 +113,8 @@ public:
void RegisterBlenderMaterial(BL_Material *mat);
- void RegisterInterpolatorList(BL_InterpolatorList *adtList, struct AnimData *for_adt);
- BL_InterpolatorList *FindInterpolatorList(struct AnimData *for_adt);
+ void RegisterInterpolatorList(BL_InterpolatorList *actList, struct bAction *for_act);
+ BL_InterpolatorList *FindInterpolatorList(struct bAction *for_act);
void RegisterGameActuator(SCA_IActuator *act, struct bActuator *for_actuator);
SCA_IActuator *FindGameActuator(struct bActuator *for_actuator);