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authorMitchell Stokes <mogurijin@gmail.com>2012-05-23 08:01:05 +0400
committerMitchell Stokes <mogurijin@gmail.com>2012-05-23 08:01:05 +0400
commitf6d5b7ffd7de0d21ac62a5a8aaba9d2b0ae08a6e (patch)
tree02f4effef5c28c41c4aab7f3790c51ad8cafd2fc /source/gameengine/Ketsji
parent795edb74fab61a1f73512070bd1b0043b3afb36c (diff)
Fix for [#31276] Action Actuator, Priorities higher than 1 break Playback:
The code was looking to see if the priority was strictly greater than the current priority, but it seems that an equal priority should also override (at least the report seems to suggest that this is the behavior from 2.49).
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/BL_Action.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp
index c187199c8d0..15be4c46894 100644
--- a/source/gameengine/Ketsji/BL_Action.cpp
+++ b/source/gameengine/Ketsji/BL_Action.cpp
@@ -127,7 +127,7 @@ bool BL_Action::Play(const char* name,
// Only start playing a new action if we're done, or if
// the new action has a higher priority
- if (priority != 0 && !IsDone() && priority >= m_priority)
+ if (!IsDone() && priority > m_priority)
return false;
m_priority = priority;
bAction* prev_action = m_action;