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author | Benoit Bolsee <benoit.bolsee@online.be> | 2008-06-23 19:32:44 +0400 |
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committer | Benoit Bolsee <benoit.bolsee@online.be> | 2008-06-23 19:32:44 +0400 |
commit | 75e22a1917fb638a67d475b224cb6e368e821783 (patch) | |
tree | 3026b6fa8be1cb2f7a4f2e99c1c3535cceca27da /source/gameengine/Converter/KX_ConvertActuators.cpp | |
parent | cb6fd8927cbdc12b299a1ccaea4321ddf162dd4d (diff) |
BGE patch #14386: Action Actuator Current Frame Prop. This patch is very usefull for action feedback logic: a sensor on the property can be used to detect a certain moment in the action and trigger more stuff. The property must be on float type for best results
Diffstat (limited to 'source/gameengine/Converter/KX_ConvertActuators.cpp')
-rw-r--r-- | source/gameengine/Converter/KX_ConvertActuators.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Converter/KX_ConvertActuators.cpp b/source/gameengine/Converter/KX_ConvertActuators.cpp index c02c2a29595..89e2925a6c1 100644 --- a/source/gameengine/Converter/KX_ConvertActuators.cpp +++ b/source/gameengine/Converter/KX_ConvertActuators.cpp @@ -178,10 +178,12 @@ void BL_ConvertActuators(char* maggiename, if (blenderobject->type==OB_ARMATURE){ bActionActuator* actact = (bActionActuator*) bact->data; STR_String propname = (actact->name ? actact->name : ""); + STR_String propframe = (actact->frameProp ? actact->frameProp : ""); BL_ActionActuator* tmpbaseact = new BL_ActionActuator( gameobj, propname, + propframe, actact->sta, actact->end, actact->act, |