diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2015-10-07 08:16:22 +0300 |
---|---|---|
committer | Mitchell Stokes <mogurijin@gmail.com> | 2015-10-07 08:22:47 +0300 |
commit | 0d36233dd81c92d98b2e665d04a8034e7b27aba0 (patch) | |
tree | 5f30e202b3a44d9d543019fe337490e8926195b1 /source/gameengine/Ketsji/BL_Action.cpp | |
parent | e4e8e359a15401a90f54db7131c1690a1bff385a (diff) |
Fix for T41536: 2.71 getActionFrame no longer returns frames accurately
We now keep actions around when they are finished playing so scripts can
still get access to information such as the current frame. Playing a new
action in the same layer still overwrites the previous action as before this
commit. Using an explicit KX_GameObject.stopAction() will free the memory. The
action is also freed when the KX_GameObject is freed as before.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Action.cpp')
-rw-r--r-- | source/gameengine/Ketsji/BL_Action.cpp | 5 |
1 files changed, 0 insertions, 5 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp index 12a1caee221..507476dbd0e 100644 --- a/source/gameengine/Ketsji/BL_Action.cpp +++ b/source/gameengine/Ketsji/BL_Action.cpp @@ -268,11 +268,6 @@ bool BL_Action::Play(const char* name, return true; } -void BL_Action::Stop() -{ - m_done = true; -} - bool BL_Action::IsDone() { return m_done; |