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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.h | |
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.h')
-rw-r--r-- | source/gameengine/Ketsji/BL_ActionManager.h | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_ActionManager.h b/source/gameengine/Ketsji/BL_ActionManager.h index 3818f643b1c..c310e231ed7 100644 --- a/source/gameengine/Ketsji/BL_ActionManager.h +++ b/source/gameengine/Ketsji/BL_ActionManager.h @@ -71,6 +71,16 @@ public: struct bAction *GetCurrentAction(short layer); /** + * Sets play mode of the action on the given layer + */ + void SetPlayMode(short layer, short mode); + + /** + * Sets the start and end times of the action on the given layer + */ + void SetTimes(short layer, float start, float end); + + /** * Stop playing the action on the given layer */ void StopAction(short layer); |