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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/KX_GameObject.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/KX_GameObject.h')
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index 96bd42ba702..6e22dc5fbc3 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -65,6 +65,7 @@ class PHY_IGraphicController;
class PHY_IPhysicsEnvironment;
class BL_ActionManager;
struct Object;
+struct bAction;
#ifdef WITH_PYTHON
/* utility conversion function */
@@ -233,6 +234,11 @@ public:
void SetActionFrame(short layer, float frame);
/**
+ * Gets the currently running action on the given layer
+ */
+ bAction *GetCurrentAction(short layer);
+
+ /**
* Remove an action from the object's action manager
*/
void StopAction(short layer);