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authorMitchell Stokes <mogurijin@gmail.com>2011-07-20 10:09:41 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-07-20 10:09:41 +0400
commit71eda5ca4da4444fc2368371edfa22d93effcec0 (patch)
treea3cf046f5f21a1fa3a7dc3949ea18d15d751481f /source/gameengine/Ketsji/BL_Action.cpp
parent69614a972f1e7ad68f1c27dea4b56c41889e63d2 (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.cpp1
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)