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author | Mitchell Stokes <mogurijin@gmail.com> | 2013-02-23 03:55:06 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2013-02-23 03:55:06 +0400 |
commit | d05cb9bca5654a621a9daf7547fa031ab467ef85 (patch) | |
tree | a23c30bbb72c984862f252f4170cd89ae174a927 /source/gameengine/Ketsji | |
parent | 3d9dc6a2e488cd47eafb716b65f479831c4bcd9f (diff) |
BGE: (partial?) fix for #34330 "Action Actuator "caching" the previous ran actions" reported by Dalai. The test file now works if all of the actions are using the same layer, but multiple layers can still cause problems. However, I am unsure as to what the "correct" behavior should be with multiple layers. They should probably blend somehow...
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r-- | source/gameengine/Ketsji/BL_Action.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/source/gameengine/Ketsji/BL_Action.cpp b/source/gameengine/Ketsji/BL_Action.cpp index 5b7a2313f43..089a4050023 100644 --- a/source/gameengine/Ketsji/BL_Action.cpp +++ b/source/gameengine/Ketsji/BL_Action.cpp @@ -162,6 +162,14 @@ bool BL_Action::Play(const char* name, m_obj->GetSGNode()->AddSGController(sg_contr); sg_contr->SetObject(m_obj->GetSGNode()); + // Try obcolor + sg_contr = BL_CreateObColorIPO(m_action, m_obj, KX_GetActiveScene()->GetSceneConverter()); + if (sg_contr) { + m_sg_contr_list.push_back(sg_contr); + m_obj->GetSGNode()->AddSGController(sg_contr); + sg_contr->SetObject(m_obj->GetSGNode()); + } + // Extra controllers if (m_obj->GetGameObjectType() == SCA_IObject::OBJ_LIGHT) { |