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authorMitchell Stokes <mogurijin@gmail.com>2011-08-17 13:38:50 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-08-17 13:38:50 +0400
commitdb4071d2b6b727857521bd05529fe8141e8bb0a2 (patch)
tree842eae35db95a4b821297ba51df89320cd1f2919 /source/gameengine/Ketsji/BL_Action.h
parent750e754604eac5048dbb0ec6ee436d6a12156808 (diff)
BGE Animations: Lamp and Camera IPOs are now handled like object IPOs, which means lamps and cameras are no longer stuck to just their active action. However, the Blender UI seems a little restrictive in this area.
Diffstat (limited to 'source/gameengine/Ketsji/BL_Action.h')
-rw-r--r--source/gameengine/Ketsji/BL_Action.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.h b/source/gameengine/Ketsji/BL_Action.h
index 75bda56419a..92fbe95fd54 100644
--- a/source/gameengine/Ketsji/BL_Action.h
+++ b/source/gameengine/Ketsji/BL_Action.h
@@ -45,7 +45,7 @@ private:
struct bPose* m_blendpose;
struct bPose* m_blendinpose;
struct PointerRNA *m_ptrrna;
- class SG_Controller *m_sg_contr;
+ std::vector<class SG_Controller*> m_sg_contr_list;
class KX_GameObject* m_obj;
std::vector<float> m_blendshape;
std::vector<float> m_blendinshape;
@@ -73,6 +73,7 @@ private:
bool m_done;
bool m_calc_localtime;
+ void ClearControllerList();
void InitIPO();
void SetLocalTime(float curtime);
void ResetStartTime(float curtime);