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author | Mitchell Stokes <mogurijin@gmail.com> | 2011-08-08 08:28:30 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-08-08 08:28:30 +0400 |
commit | 8883702f8a3b57d0316811e9412bd46ce0dd9c0d (patch) | |
tree | 0aff4a8eaee6ad9e9d1fbd6e60c85fa6a81149df /source/gameengine/Ketsji/BL_ActionManager.cpp | |
parent | a8096ef0acb780d5a6d93aef422ce3d82877a60c (diff) |
BGE Animations: Various compatibility fixes:
* Blendin for Loop End works even after a negative pulse. Flipper could still use some work in this area.
* Continuous works a lot better.
* BL_Action::SetFrame() should work a little smoother.
Diffstat (limited to 'source/gameengine/Ketsji/BL_ActionManager.cpp')
-rw-r--r-- | source/gameengine/Ketsji/BL_ActionManager.cpp | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_ActionManager.cpp b/source/gameengine/Ketsji/BL_ActionManager.cpp index 2ee0b58574a..af0d4bff8f0 100644 --- a/source/gameengine/Ketsji/BL_ActionManager.cpp +++ b/source/gameengine/Ketsji/BL_ActionManager.cpp @@ -63,6 +63,18 @@ struct bAction *BL_ActionManager::GetCurrentAction(short layer) return 0; } +void BL_ActionManager::SetPlayMode(short layer, short mode) +{ + if (m_layers[layer]) + m_layers[layer]->SetPlayMode(mode); +} + +void BL_ActionManager::SetTimes(short layer, float start, float end) +{ + if (m_layers[layer]) + m_layers[layer]->SetTimes(start, end); +} + bool BL_ActionManager::PlayAction(const char* name, float start, float end, |