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authorMitchell Stokes <mogurijin@gmail.com>2011-08-08 08:28:30 +0400
committerMitchell Stokes <mogurijin@gmail.com>2011-08-08 08:28:30 +0400
commit8883702f8a3b57d0316811e9412bd46ce0dd9c0d (patch)
tree0aff4a8eaee6ad9e9d1fbd6e60c85fa6a81149df /source/gameengine/Ketsji/KX_GameObject.cpp
parenta8096ef0acb780d5a6d93aef422ce3d82877a60c (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/KX_GameObject.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp10
1 files changed, 10 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 91e62442646..4f8860f4767 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -404,6 +404,16 @@ bAction *KX_GameObject::GetCurrentAction(short layer)
return GetActionManager()->GetCurrentAction(layer);
}
+void KX_GameObject::SetPlayMode(short layer, short mode)
+{
+ GetActionManager()->SetPlayMode(layer, mode);
+}
+
+void KX_GameObject::SetTimes(short layer, float start, float end)
+{
+ GetActionManager()->SetTimes(layer, start, end);
+}
+
void KX_GameObject::ProcessReplica()
{
SCA_IObject::ProcessReplica();