diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2014-12-03 06:06:19 +0300 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-12-03 06:12:03 +0300 |
commit | 5996ad2fd48536c9e38f7ca4329d3dd19364ee39 (patch) | |
tree | dde40cf481a4ffbcbce510b75bd1c67e9eb93e76 /source/gameengine/Converter | |
parent | af92f3d325178049de55331258bb341b05c2f4a7 (diff) |
Fixes for T41168
after the completion of the action in "Flipper", layer is removed and the actuator mistakenly receive zero when trying to get the current frame
Patch Author: avrprj
Reviewers: moguri
Projects: #game_logic
Differential Revision: https://developer.blender.org/D906
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_ActionActuator.cpp | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp index 3dd013dfd63..f1a7287c0fe 100644 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ b/source/gameengine/Converter/BL_ActionActuator.cpp @@ -320,8 +320,9 @@ bool BL_ActionActuator::Update(double curtime, bool frame) case ACT_ACTION_FLIPPER: // Convert into a play action and play back to the beginning + float temp = end; end = start; - start = obj->GetActionFrame(m_layer); + start = curr_action ? obj->GetActionFrame(m_layer) : temp; obj->PlayAction(m_action->id.name+2, start, end, m_layer, m_priority, 0, BL_Action::ACT_MODE_PLAY, m_layer_weight, m_ipo_flags, 1.f, blendmode); m_flag |= ACT_FLAG_PLAY_END; |