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author | Campbell Barton <ideasman42@gmail.com> | 2008-07-10 18:23:19 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2008-07-10 18:23:19 +0400 |
commit | 310a37c29c283b2a7aef0ec2e3cc7fe366b23698 (patch) | |
tree | e079ed16f552083b09af23d916eb0561bb14d37d /source/gameengine/Converter/KX_ConvertActuators.cpp | |
parent | 99fdf27af92b9bd9d05c108f2c2c8a240c5536bc (diff) |
Adding an option for action actuator - "Continue" this means animations always play from where they left off. Continue was the 2.46 operation too, so new functionality is the option to disable.
When using states, an action like kick or throw can often switch out before finishing playing the action, and there was no way to play from the start frame the second time round. (even setting the actions current frame through python doesn't work work)
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index 9b1bc1e6b90..1f87e9d9ac7 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -193,6 +193,7 @@ void BL_ConvertActuators(char* maggiename, actact->type, // + 1, because Blender starts to count at zero, actact->blendin, actact->priority, + actact->end_reset, actact->stridelength // Ketsji at 1, because zero is reserved for "NoDef" ); |