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author | Mitchell Stokes <mogurijin@gmail.com> | 2011-06-01 11:42:40 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2011-06-01 11:42:40 +0400 |
commit | 39bbf3854a5c91e3d8e410d01b34d4e88df20879 (patch) | |
tree | 63b5a746bb780fe54eb398f764ce90eed5f3cf7f /source/gameengine/Ketsji/BL_ActionManager.h | |
parent | 6394261e54215d50b1e39e8ea45dcb63080f193e (diff) |
BGE Animations: Reimplemented the continuous function of the action actuator.
* To do this, I've added Get/SetFrame() functions.
* I've also cleaned up a little bit of the wrap around logic in BL_Action.cpp.
Diffstat (limited to 'source/gameengine/Ketsji/BL_ActionManager.h')
-rw-r--r-- | source/gameengine/Ketsji/BL_ActionManager.h | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_ActionManager.h b/source/gameengine/Ketsji/BL_ActionManager.h index 4509020926f..32e6ce82a76 100644 --- a/source/gameengine/Ketsji/BL_ActionManager.h +++ b/source/gameengine/Ketsji/BL_ActionManager.h @@ -51,10 +51,14 @@ public: short play_mode=0, short blend_mode=0, float playback_speed=1.f); + + float GetActionFrame(short layer); + void SetActionFrame(short layer, float frame); void StopAction(short layer); bool IsActionDone(short layer); void Update(float); + #ifdef WITH_CXX_GUARDEDALLOC public: void *operator new(size_t num_bytes) { return MEM_mallocN(num_bytes, "GE:BL_ActionManager"); } |