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authorMitchell Stokes <mogurijin@gmail.com>2012-07-25 08:29:48 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-07-25 08:29:48 +0400
commit8f1666ee56c4ee30d2dfcc1c14d63fd398e164dc (patch)
tree3b32abe34ca1a1cd8cdd8388e8a9cdb91a1e34b9 /source/gameengine/Converter
parent99947eb7440bded05d6f1b287836a5f84a330205 (diff)
BGE: A better fix for using the Action Actuator with the Actuator Sensor. This one still allows frame properties to be updated after receiving a negative pulse. This also fixes bug [#32179] "Action Actuator in Loop End stops updating the Frame Property after no longer receives positive signal" reported by Dalai.
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r--source/gameengine/Converter/BL_ActionActuator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp
index cab6d0fc376..0f33d88f82f 100644
--- a/source/gameengine/Converter/BL_ActionActuator.cpp
+++ b/source/gameengine/Converter/BL_ActionActuator.cpp
@@ -339,7 +339,7 @@ bool BL_ActionActuator::Update(double curtime, bool frame)
}
}
- return m_flag & ACT_FLAG_ATTEMPT_PLAY;
+ return m_flag & ACT_FLAG_ACTIVE;
}
#ifdef WITH_PYTHON