diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2012-07-29 10:28:50 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2012-07-29 10:28:50 +0400 |
commit | 9d900fdd11a8452701cdebc2be8799559136a645 (patch) | |
tree | 270d6f0043c60ce30a644d953ec5cb5cf4a5bb0b /source/gameengine/Converter | |
parent | 7755873771266da847b6dd1aea5496696696eea8 (diff) |
Fix for [#32213] "Action actuator doesn't finish playing if frame rate drops" reported by Alex Fraser (z0r). The action actuator was calling StopAction when it's time ran out. Now I'm just letting BL_Action handle stopping. Hopefully this doesn't break something else now....
Diffstat (limited to 'source/gameengine/Converter')
-rw-r--r-- | source/gameengine/Converter/BL_ActionActuator.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/source/gameengine/Converter/BL_ActionActuator.cpp b/source/gameengine/Converter/BL_ActionActuator.cpp index 0f33d88f82f..92d04115f10 100644 --- a/source/gameengine/Converter/BL_ActionActuator.cpp +++ b/source/gameengine/Converter/BL_ActionActuator.cpp @@ -145,7 +145,6 @@ void BL_ActionActuator::SetLocalTime(float curtime) case ACT_ACTION_PLAY: // Clamp m_localtime = m_endframe; - ((KX_GameObject*)GetParent())->StopAction(m_layer); break; case ACT_ACTION_LOOP_END: // Put the time back to the beginning |