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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/KX_GameObject.cpp | |
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/KX_GameObject.cpp')
-rw-r--r-- | source/gameengine/Ketsji/KX_GameObject.cpp | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index f5115f50d81..0ea775e3fbc 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -379,6 +379,16 @@ void KX_GameObject::UpdateActionManager(float curtime) m_actionManager->Update(curtime); } +float KX_GameObject::GetActionFrame(short layer) +{ + return m_actionManager->GetActionFrame(layer); +} + +void KX_GameObject::SetActionFrame(short layer, float frame) +{ + m_actionManager->SetActionFrame(layer, frame); +} + void KX_GameObject::ProcessReplica() { SCA_IObject::ProcessReplica(); |