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authorMitchell Stokes <mogurijin@gmail.com>2011-06-24 02:12:49 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-06-24 02:12:49 +0400
commitf1a2d46aa0194d831ee8e0a69ee36a3ca669e6f5 (patch)
tree0c578f6b5cb061694e1886adbcc7cd4080ee9419 /source/gameengine/Ketsji/BL_ActionManager.cpp
parent0fbca841efa832c769e023a5e23267bfb00954f7 (diff)
BGE Animations: Adding the concept of priority back. Priority is handled on a per layer basis.
Diffstat (limited to 'source/gameengine/Ketsji/BL_ActionManager.cpp')
-rw-r--r--source/gameengine/Ketsji/BL_ActionManager.cpp8
1 files changed, 2 insertions, 6 deletions
diff --git a/source/gameengine/Ketsji/BL_ActionManager.cpp b/source/gameengine/Ketsji/BL_ActionManager.cpp
index 935e9129d21..9e847b20c9d 100644
--- a/source/gameengine/Ketsji/BL_ActionManager.cpp
+++ b/source/gameengine/Ketsji/BL_ActionManager.cpp
@@ -60,18 +60,14 @@ void BL_ActionManager::PlayAction(const char* name,
float start,
float end,
short layer,
+ short priority,
float blendin,
short play_mode,
short blend_mode,
short ipo_flags,
float playback_speed)
{
- // Remove a currently running action on this layer if there is one
- if (m_layers[layer])
- StopAction(layer);
-
- // Create a new action
- m_layers[layer]->Play(name, start, end, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
+ m_layers[layer]->Play(name, start, end, priority, blendin, play_mode, blend_mode, ipo_flags, playback_speed);
}
void BL_ActionManager::StopAction(short layer)