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authorMitchell Stokes <mogurijin@gmail.com>2011-07-05 09:22:02 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-07-05 09:22:02 +0400
commitceabc6d119caa8132182697bf655f595c468dc2e (patch)
treeeb97faa07b43f9d638875cc07d2026d6c448748a /source/gameengine/Ketsji/BL_ActionManager.h
parentafd77d081aa9c9fb51e22961e962b13f90da6cd8 (diff)
BGE Animations: Various fixes and bits of cleanup to get the action actuator to behave more like it did in trunk. The Pepper version is still more sensitive to pulses than the trunk version, but this is more accurate. I might try to address this, but I'm not sure.
Diffstat (limited to 'source/gameengine/Ketsji/BL_ActionManager.h')
-rw-r--r--source/gameengine/Ketsji/BL_ActionManager.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_ActionManager.h b/source/gameengine/Ketsji/BL_ActionManager.h
index 3836c6b59d2..c527c7bbd3a 100644
--- a/source/gameengine/Ketsji/BL_ActionManager.h
+++ b/source/gameengine/Ketsji/BL_ActionManager.h
@@ -56,6 +56,8 @@ public:
float GetActionFrame(short layer);
void SetActionFrame(short layer, float frame);
+ struct bAction *GetCurrentAction(short layer);
+
void StopAction(short layer);
bool IsActionDone(short layer);
void Update(float);