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authorPorteries Tristan <republicthunderbolt9@gmail.com>2016-04-10 18:36:10 +0300
committerPorteries Tristan <republicthunderbolt9@gmail.com>2016-04-11 00:57:43 +0300
commit2050ecc307de9159b50c7f9798e47a366f505f2e (patch)
treeedda985383ebe538858a255b5b0d68b6c54d6ead /source/gameengine/Ketsji/KX_ObjectActuator.cpp
parent3a80d5e1d0e4952caa76f1d655429375c0da1884 (diff)
BGE: Fix T48071: Global logic manager
Previously the logic manager was used as a global variable for SCA_ILogicBrick::m_sCurrentLogicManager, this request to always update it before run any python script and allow call function like ConvertPythonTo[GameObject/Mesh]. The bug showed in T48071 is that as exepted the global m_sCurrentLogicManager is not updated with the proper scene logic manager. Instead of trying to fix it by updating the logic manager everywhere and wait next bug report to add a similar line. The following patch propose a different way: - Every logic brick now contain its logic manager to SCA_ILogicBrick::m_logicManager, this value is set and get by SCA_ILogicBrick::[Set/Get]LogicManager, It's initialized from blender conversion and scene merging. - Function ConvertPythonTo[GameObject/mesh] now take as first argument the logic manager to find name coresponding object or mesh. Only ConvertPythonToCamera doesn't do that because it uses the KX_Scene::FindCamera function. Reviewers: moguri Differential Revision: https://developer.blender.org/D1913
Diffstat (limited to 'source/gameengine/Ketsji/KX_ObjectActuator.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ObjectActuator.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ObjectActuator.cpp b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
index 45436693281..8c1dee7940f 100644
--- a/source/gameengine/Ketsji/KX_ObjectActuator.cpp
+++ b/source/gameengine/Ketsji/KX_ObjectActuator.cpp
@@ -687,7 +687,7 @@ int KX_ObjectActuator::pyattr_set_reference(void *self, const struct KX_PYATTRIB
KX_ObjectActuator* actuator = static_cast<KX_ObjectActuator*>(self);
KX_GameObject *refOb;
- if (!ConvertPythonToGameObject(value, &refOb, true, "actu.reference = value: KX_ObjectActuator"))
+ if (!ConvertPythonToGameObject(actuator->GetLogicManager(), value, &refOb, true, "actu.reference = value: KX_ObjectActuator"))
return PY_SET_ATTR_FAIL;
if (actuator->m_reference)