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authorCampbell Barton <ideasman42@gmail.com>2010-10-31 04:04:31 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-10-31 04:04:31 +0300
commitbae43df4ec359fb08a9ae45feb44eb5d24a4e5f8 (patch)
tree06df2dd77d30853cbe1d7d84c3f6daf22cb41a9f /source/gameengine/Ketsji
parent7f5abb7fe2681d8f72d1d29c6567077b70351112 (diff)
building the BGE without bullet works again.
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/KX_Scene.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp
index 3d7fcb25f2b..3753f3d6bd6 100644
--- a/source/gameengine/Ketsji/KX_Scene.cpp
+++ b/source/gameengine/Ketsji/KX_Scene.cpp
@@ -1073,8 +1073,9 @@ void KX_Scene::ReplaceMesh(class CValue* obj,void* meshobj, bool use_gfx, bool u
blendobj->parent && // original object had armature (not sure this test is needed)
blendobj->parent->type == OB_ARMATURE &&
blendmesh->dvert!=NULL; // mesh has vertex group
+#ifdef USE_BULLET
bool bHasSoftBody = (!parentobj && (blendobj->gameflag & OB_SOFT_BODY));
-
+#endif
bool releaseParent = true;