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author | Mitchell Stokes <mogurijin@gmail.com> | 2011-07-20 10:09:41 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-07-20 10:09:41 +0400 |
commit | 71eda5ca4da4444fc2368371edfa22d93effcec0 (patch) | |
tree | a3cf046f5f21a1fa3a7dc3949ea18d15d751481f /source/gameengine/Ketsji/BL_Action.cpp | |
parent | 69614a972f1e7ad68f1c27dea4b56c41889e63d2 (diff) |
BGE Animations: BL_Action::m_action could be garbage, which can lead to odd problems. So, now I make sure it's set to NULL in the constructor.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Action.cpp')
-rw-r--r-- | source/gameengine/Ketsji/BL_Action.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp index 5aecd2f114f..9a29f7d4472 100644 --- a/source/gameengine/Ketsji/BL_Action.cpp +++ b/source/gameengine/Ketsji/BL_Action.cpp @@ -66,6 +66,7 @@ BL_Action::BL_Action(class KX_GameObject* gameobj) m_blendinpose(NULL), m_sg_contr(NULL), m_ptrrna(NULL), + m_action(NULL), m_done(true) { if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_ARMATURE) |